Base class for all entities in Unity scenes.
See Also: Component
isStatic |
Editor only API that specifies if a game object is static. |
transform |
The Transform attached to this GameObject. (null if there is none attached) |
rigidbody |
The Rigidbody attached to this GameObject (Read Only). (null if there is none attached) |
camera |
The Camera attached to this GameObject (Read Only). (null if there is none attached) |
light |
The Light attached to this GameObject (Read Only). (null if there is none attached) |
animation |
The Animation attached to this GameObject (Read Only). (null if there is none attached) |
constantForce |
The ConstantForce attached to this GameObject (Read Only). (null if there is none attached) |
renderer |
The Renderer attached to this GameObject (Read Only). (null if there is none attached) |
audio |
The AudioSource attached to this GameObject (Read Only). (null if there is none attached) |
guiText |
The GUIText attached to this GameObject (Read Only). (null if there is none attached) |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (Read Only). (null if there is none attached) |
hingeJoint |
The HingeJoint attached to this GameObject (Read Only). (null if there is none attached) |
particleEmitter |
The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached) |
particleSystem |
The ParticleSystem attached to this GameObject (Read Only). (null if there is none attached) |
layer |
The layer the game object is in. A layer is in the range [0...31] |
activeSelf |
The local active state of this GameObject. |
activeInHierarchy |
Is the GameObject active in the scene? |
tag |
The tag of this game object. |
GameObject |
Creates a new game object, named name. |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. You can access both builtin components or scripts with this function. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponents |
Returns all components of Type type in the GameObject. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
SetActive |
Activates/Deactivates the GameObject. |
CompareTag |
Is this game object tagged with tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
AddComponent |
Adds a component class named className to the game object. |
SampleAnimation |
Samples an animation at a given time for any animated properties. |
CreatePrimitive |
Creates a game object with a primitive mesh renderer and appropriate collider. |
FindWithTag |
Returns one active GameObject tagged tag. Returns null if no GameObject was found. |
FindGameObjectsWithTag |
Returns a list of active GameObjects tagged tag. Returns null if no GameObject was found. |
Find |
Finds a game object by name and returns it. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |