| animation |
The Animation attached to this GameObject (null if there is none attached). |
| audio |
The AudioSource attached to this GameObject (null if there is none attached). |
| camera |
The Camera attached to this GameObject (null if there is none attached). |
| collider |
The Collider attached to this GameObject (null if there is none attached). |
| collider2D |
The Collider2D component attached to the object. |
| constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
| gameObject |
The game object this component is attached to. A component is always attached to a game object. |
| guiText |
The GUIText attached to this GameObject (null if there is none attached). |
| guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
| light |
The Light attached to this GameObject (null if there is none attached). |
| networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
| particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
| renderer |
The Renderer attached to this GameObject (null if there is none attached). |
| rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
| rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
| tag |
The tag of this game object. |
| transform |
The Transform attached to this GameObject (null if there is none attached). |
| anchor |
The Position of the anchor around which the joints motion is constrained. |
| autoConfigureConnectedAnchor |
Should the connectedAnchor be calculated automatically? |
| axis |
The Direction of the axis around which the body is constrained. |
| breakForce |
The force that needs to be applied for this joint to break. |
| breakTorque |
The torque that needs to be applied for this joint to break. |
| connectedAnchor |
Position of the anchor relative to the connected Rigidbody. |
| connectedBody |
A reference to another rigidbody this joint connects to. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| m_CachedPtr |
|
| m_InstanceID |
|
| name |
The name of the object. |