Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

GameObject

class in UnityEngine

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Inherits from:Object

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Implemented in:UnityEngine.CoreModule

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Description

Base 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:

  using UnityEngine;

public class Example_GameObject : MonoBehaviour { private void Start() { GameObject myExampleGO = new GameObject("myExampleGO", typeof(AudioSource)); } }

Additional resources: Component.

Properties

activeInHierarchyThe active state of the GameObject in the Scene hierarchy. True if active, false if inactive. (Read Only)
activeSelfThe local active state of the GameObject. True if active, false if inactive. (Read Only)
isStaticWhether there are any Static Editor Flags set for the GameObject.
layerInteger identifying the layer the GameObject is assigned to.
sceneThe Scene that contains the GameObject.
sceneCullingMaskThe Scene culling mask defined for the GameObject. (Read Only)
tagThe tag assigned to the GameObject.
transformThe Transform attached to the GameObject (Read Only).

Constructors

GameObjectCreates a new GameObject, with optional parameters to specify a name and set of components to attach.

Public Methods

AddComponentAdds a component of the specified type to the GameObject.
BroadcastMessageCalls the specified method on every MonoBehaviour attached to the GameObject or any of its children.
CompareTagChecks if the specified tag is attached to the GameObject.
GetComponentRetrieves a reference to a component of the specified type, by providing the component type as a type parameter to the generic method.
GetComponentAtIndexRetrieves a reference to a component at a specified index of the GameObject's array of components.
GetComponentCountRetrieves the total number of components currently attached to the GameObject.
GetComponentInChildrenRetrieves a reference to a component of type T on the specified GameObject, or any child of the GameObject.
GetComponentIndexRetrieves the index of the specified component in the array of components attached to the GameObject.
GetComponentInParentRetrieves a reference to a component of type T on the specified GameObject, or any parent of the GameObject.
GetComponentsRetrieves references to all components of type T on the specified GameObject.
GetComponentsInChildrenRetrieves references to all components of type T on the specified GameObject, and any child of the GameObject.
GetComponentsInParentRetrieves references to all components of type T on the specified GameObject, and any parent of the GameObject.
SendMessageCalls the specified method on every MonoBehaviour attached to the GameObject.
SendMessageUpwardsCalls the specified method on every MonoBehaviour attached to the GameObject and on every ancestor of the behaviour.
SetActiveActivates or deactivates the GameObject locally, according to the value of the supplied parameter.
TryGetComponentRetrieves the component of the specified type, if it exists.

Static Methods

CreatePrimitiveCreates a GameObject of the specified PrimtiveType with a mesh renderer and appropriate collider.
FindFinds and returns a GameObject with the specified name.
FindGameObjectsWithTagRetrieves an array of all active GameObjects tagged with the specified tag. Returns an empty array if no GameObjects have the tag.
FindWithTagRetrieves the first active GameObject tagged with the specified tag. Returns null if no GameObject has the tag.
GetSceneRetrieves the Scene which contains the GameObject with the specified instance ID.
InstantiateGameObjectsCreates 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.
SetGameObjectsActiveActivates or deactivates multiple GameObjects identified by instance ID.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes 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.