Scene
Managing scene objects and their hierarchy.
Classes
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TGameObjectHandle— A handle that can point to various types of game objects. -
GameObject— Type of object that can be referenced by a GameObject handle. -
Component— Components represent primary logic elements in the scene. -
SceneInstance— Contains information about an instantiated scene. -
SceneObject— An object in the scene graph. -
Prefab— Prefab is a saveable hierarchy of scene objects. -
PrefabUtility— Performs various prefab specific operations. -
Scene— Saveable hierarchy of scene objects that can be instantiated into a SceneInstance. -
SceneManager— Keeps track of all active SceneObjects and their components. -
SceneUtility— Performs various scene specific operations.
Enums
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ObjectMobility— Controls what kind of mobility restrictions a scene object has. -
ComponentFlag— Flags that control behavior of a Component. -
ComponentDirtyFlag— Signals which portion of a component is dirty. -
SceneObjectFlag— Possible modifiers that can be applied to a SceneObject.
Free functions
B3DStaticGameObjectCast
TGameObjectHandle<_Ty1> B3DStaticGameObjectCast(const TGameObjectHandle<_Ty2> &other)
B3DStaticGameObjectCast
TGameObjectHandle<_Ty1> B3DStaticGameObjectCast(const GameObjectHandle &other)
B3DStaticGameObjectCast
TGameObjectHandle<_Ty1> B3DStaticGameObjectCast(const TGameObjectHandle<_Ty2> &other)
Casts one GameObject handle type to another.
B3DStaticGameObjectCast
TGameObjectHandle<T> B3DStaticGameObjectCast(const GameObjectHandle &other)
Casts a generic GameObject handle to a specific one .
Internal
Symbols intended for engine-internal use. Not part of the public API.
Classes
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GameObjectHandle— A handle that can point to various types of game objects. -
GameObjectCollection— Collection of all game objects associated with a particular scene or prefab. -
SceneInstanceComponents— Maintains a list of all components associated with a SceneInstance, and their current state (running, inactive, uninitialized). -
IEditorSceneInstance— Interface that provides editor-specific information about a scene instance. -
render::SceneInstance— Contains information about an instantiated scene. -
GameObjectManager— Keeps track of all active game object collections. -
PrefabManager— Keeps track of all live prefabs and ensures they are kept up to date. -
PrefabIdRemapper— Helper class that allows prefab instance hierarchy remap their IDs for use within prefab internals. -
PrefabUpdateHelper— Helper class that updates a prefab from scene object hierarchy, and makes sure the scene object hierarchy has correct prefab links to the prefabs that were updated. -
SceneObjectHierarchyDelta— Contains modifications between two scene object hierarchies. -
ecs::TransformSystem— Processes scene object transform hierarchy: propagates dirty flags down the hierarchy and recomputes world-space transforms.
Structs
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TGameObjectHandle::Bool_struct -
SceneInstance::ConstructPrivately -
GameObjectInstanceData— Contains instance data that is held by all GameObject handles. -
GameObjectHandleData— Internal data shared between GameObject handles. -
GameObjectCollection::PrivatelyConstruct -
SceneInstanceComponents::ComponentStateChange— Describes a single component state change. -
ecs::LocalTransform— Local-space transform — position/rotation/scale relative to parent. -
ecs::WorldTransform— World-space transform — position/rotation/scale in world coordinates. -
ecs::Movable— Tag indicating the scene object can be freely moved. -
ecs::Immovable— Tag indicating the scene object is not allowed to move but may change visually. -
ecs::Static— Tag indicating the scene object is fully static and may not change in any way. -
ecs::TransformDirty— Tag indicating the scene object's world transform needs recalculation. -
ecs::Parent— Holds a parent entity reference for hierarchy traversal. -
ecs::Children— Holds children entity references for hierarchy traversal. -
ecs::HierarchyDepth— Stores hierarchy depth for breadth-first traversal grouping. -
LogCategoryLogPrefab -
PrefabLinkInformation— Contains information required for linking a game object with an object within a prefab it is linked to. -
PrefabCache— Allows various prefab utilities to retrieve and cache prefabs while performing operations. -
PrefabIdRemapper::SceneObjectInformation -
PrefabIdRemapper::PrefabInformation -
PrefabIdRemapper::PrefabObjectIdAndLinkInformation -
PrefabUpdateHelper::ObjectInPrefab— Contains a reference to a scene object in some prefab's internal hierarchy and the prefab the scene object is part of. -
SceneObjectHierarchyDeltaObject— Contains either a fully serialized game object, or a delta between two game objects.
Enums
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TransformChangedFlags— Flags used for notifying child scene object and components when a transform has been changed. -
GameObjectTransientFlag— Flags that specify the state and control behaviour of a GameObject. -
GameObjectPersistentFlag— Flags that specify the state and control behaviour of a GameObject. -
ComponentState— Possible states components can be in. -
SceneInstanceComponents::ComponentStateEventType— Types of events that represent component state changes relevant to the scene manager. -
SceneObjectDiffFlags— Flags that mark which portion of a scene-object is modified. -
GameObjectDeltaFlag— Flags that specify additional information about game object delta. -
SceneObjectHierarchyDeltaFlag— Flags used to control the creation of SceneObjectHierarchyDelta.