class
GameObject
Type of object that can be referenced by a GameObject handle.
Each object has an unique ID and is registered with the GameObjectManager.
Public
Constructors
GameObject
Methods
~GameObject
GetId
Globally unique identifier of the game object that persists scene save/load.
GetName
Gets the name of the object.
SetName
Sets the name of the object.
HasGameObjectFlag
Checks is the particular object flag set.
SetGameObjectFlag
Sets a particular flag on the game object.
UnsetGameObjectFlag
Removes a particular flag on the game object.
HasGameObjectFlag
Checks is the particular object flag set.
SetGameObjectFlag
Sets a particular flag on the game object.
UnsetGameObjectFlag
Removes a particular flag on the game object.
GetPrefabObjectId
Identifies the equivalent object in the linked prefab.
This will be an empty ID if the object is not linked to a prefab.
IsPrefabInstance
Returns true if this object is linked to a prefab.
This generally means the object was created as a copy of some prefab, or the prefab was created from this object.
GetECSRegistry
Returns the ECS registry this entity belongs to, or null if not part of a registry.
GetECSEntity
Returns the ECS entity handle.
staticGetRttiStatic
Internal
Methods
SetId
SetPrefabObjectId
SetInstanceData
Replaces the instance data with another object's instance data.
This object will basically become the original owner of the provided instance data as far as all game object handles referencing it are concerned.
GetInstanceData
Returns instance data that identifies this GameObject and is used for referencing by game object handles.
GetOwnerCollection
Returns the collection that this game object is a part of.
SetOwnerCollection
Changes the collection the game object is part of.
Game object will be unregistered with the old collection (if any) and registered with the new collection.
DestroyImmediate
Destroys the game object without delay.
Object will be removed from its game object collection, and reference to the object in all active handles will become null. If the object contains any child objects or components, those will be destroyed as well.
QueueForDestroy
Queues the provided game object to be destroyed at the end of the frame.
If the object contains any child objects or components, those will be queued for destroy as well. Object will not be removed from any parent's child or component list.
Protected
Methods
InitializeInstanceData
Initializes instance data and assigns the GameObject after construction.
Fields
mName
mThisHandle
mPrefabObjectId
Identifier of the object in the prefab that this object is linked to, if any.
mOwnerCollection
Collection that owns this game object.