docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class GetChildAt

    Return the child at the index

    Inheritance
    object
    ActionBase
    ActionInOut<IList<GameObject>, IList<GameObject>>
    GetChildAt
    Inherited Members
    ActionInOut<IList<GameObject>, IList<GameObject>>.InputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.OutputType
    ActionInOut<IList<GameObject>, IList<GameObject>>.PreProcess(ref IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.Run(IList<GameObject>)
    ActionInOut<IList<GameObject>, IList<GameObject>>.PostProcess(ref IList<GameObject>)
    ActionBase.CreateInstance(Type)
    ActionBase.CreateInstance<T>()
    ActionBase.OnActionExecuted
    ActionBase.IsInRuleEngine
    ActionBase.IsInToolbox
    ActionBase.Color
    ActionBase.Icon
    ActionBase.InputType
    ActionBase.OutputType
    ActionBase.Output
    ActionBase.HelpersMethods
    ActionBase.IsAsync
    ActionBase.IsRunning
    ActionBase.GetWarnings()
    ActionBase.GetInfo()
    ActionBase.OnValueChanged()
    ActionBase.Initialize()
    ActionBase.Dispose()
    ActionBase.Validate(object)
    ActionBase.DisplayNameRuleEngine
    ActionBase.DisplayNameToolbox
    ActionBase.ActionNameToolbox
    ActionBase.ActionNameRuleEngine
    ActionBase.GroupNameToolbox
    ActionBase.GroupNameRuleEngine
    ActionBase.Invoke(object)
    ActionBase.ReportProgress(float, string)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.PixyzPlugin4Unity.Actions
    Assembly: Unity.Pixyz.Plugin4Unity.Editor.dll
    Syntax
    public class GetChildAt : ActionInOut<IList<GameObject>, IList<GameObject>>

    Fields

    Name Description
    index

    Index of the child to retrieve

    keepParent

    Should the output also contains the parent

    Properties

    Name Description
    Id

    The id of the Acton implementation. This id should be unique and is readonly. The id is the actual reference if the Action is serialized (in a set of RuleEngine Rules for example).

    MenuPathRuleEngine

    The menu path for the RuleEngine.

    MenuPathToolbox

    The menu path for the Toolbox.

    Priority

    The order to use when placing this Action in a list. If the value is -1, the display name will be used instead;

    Tooltip

    Returns the tooltip.

    Methods

    Name Description
    GetErrors()

    Virtual method for Error checks before execution.

    Run(IList<GameObject>)

    Abstract execution method. When creating a new Action, this method implementation will hold all the processing code. Executed on a background thread if IsAsync is true.

    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)