class in UnityEngine
/
Inherits from:Object
/
Implemented in:UnityEngine.CoreModule
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Close Your name Your email Suggestion* Switch to Manual DescriptionBase class for all objects that can exist in a scene. Add components to a GameObject to control its appearance and behavior.
The GameObject
is the fundamental object type in Unity. Use GameObject
to represent everything in your project, including characters, props, and scenery. A GameObject
acts as a container for functional components that determine how the GameObject looks and behaves.
Any script that derives from MonoBehaviour can be added to a GameObject
as a component. Use the Component.gameObject property from your MonoBehaviour
code to access the GameObject
the component is attached to.
MonoBehaviour
event functions such as the regular per-frame MonoBehaviour.Update
allow you to make the object responsive to events. To receive these event callbacks the GameObject
must be active in the scene, which means both the activeSelf
and activeInHierarchy
properties must be true
.
You can create an empty GameObject
from code by invoking one of the constructors. However, a more common method is to instantiate a GameObject
in Prefab form, with preconfigured components, property values, and child objects. For more information, refer to Instantiating Prefabs at runtime in the Manual.
You can modify many of the properties of this class in the Editor using the Inspector window. For a more comprehensive guide to using the GameObject class, refer to GameObject in the Manual.
The following example creates a GameObject
named "myExampleGO" and adds a component of type AudioSource:
Additional resources: Component.
Properties Property Description activeInHierarchy The active state of the GameObject in the Scene hierarchy. True if active, false if inactive. (Read Only) activeSelf The local active state of the GameObject. True if active, false if inactive. (Read Only) isStatic Whether there are any Static Editor Flags set for the GameObject. layer Integer identifying the layer the GameObject is assigned to. scene The Scene that contains the GameObject. sceneCullingMask The Scene culling mask defined for the GameObject. (Read Only) tag The tag assigned to the GameObject. transform The Transform attached to the GameObject (Read Only). Constructors Constructor Description GameObject Creates a new GameObject, with optional parameters to specify a name and set of components to attach. Public Methods Method Description AddComponent Adds a component of the specified type to the GameObject. BroadcastMessage Calls the specified method on every MonoBehaviour attached to the GameObject or any of its children. CompareTag Checks if the specified tag is attached to the GameObject. GetComponent Retrieves a reference to a component of the specified type, by providing the component type as a type parameter to the generic method. GetComponentAtIndex Retrieves a reference to a component at a specified index of the GameObject's array of components. GetComponentCount Retrieves the total number of components currently attached to the GameObject. GetComponentInChildren Retrieves a reference to a component of type T on the specified GameObject, or any child of the GameObject. GetComponentIndex Retrieves the index of the specified component in the array of components attached to the GameObject. GetComponentInParent Retrieves a reference to a component of type T on the specified GameObject, or any parent of the GameObject. GetComponents Retrieves references to all components of type T on the specified GameObject. GetComponentsInChildren Retrieves references to all components of type T on the specified GameObject, and any child of the GameObject. GetComponentsInParent Retrieves references to all components of type T on the specified GameObject, and any parent of the GameObject. SendMessage Calls the specified method on every MonoBehaviour attached to the GameObject. SendMessageUpwards Calls the specified method on every MonoBehaviour attached to the GameObject and on every ancestor of the behaviour. SetActive Activates or deactivates the GameObject locally, according to the value of the supplied parameter. TryGetComponent Retrieves the component of the specified type, if it exists. Static Methods Method Description CreatePrimitive Creates a GameObject of the specified PrimtiveType with a mesh renderer and appropriate collider. Find Finds and returns a GameObject with the specified name. FindGameObjectsWithTag Retrieves an array of all active GameObjects tagged with the specified tag. Returns an empty array if no GameObjects have the tag. FindWithTag Retrieves the first active GameObject tagged with the specified tag. Returns null if no GameObject has the tag. GetScene Retrieves the Scene which contains the GameObject with the specified instance ID. InstantiateGameObjects Creates a specified number of instances of a GameObject identified by its instance ID and populates NativeArrays with the instance IDs of the new GameObjects and their Transform components. SetGameObjectsActive Activates or deactivates multiple GameObjects identified by instance ID. Inherited Members Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.RetroSearch is an open source project built by @garambo | Open a GitHub Issue
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