Version: 2023.2
言語: 日本語

GameObject

class in UnityEngine

/

継承:Object

マニュアルに切り替える

説明

Base class for all entities in Unity Scenes.

Note: Many variables in the GameObject class have been removed. To access GameObject.renderer in csharp, for example, use GetComponent<Renderer>() instead.

Additional resources: Component.

変数

activeInHierarchyDefines whether the GameObject is active in the Scene.
activeSelfゲームオブジェクトのローカルのアクティブ状態(読み取り専用)
isStaticGets and sets the GameObject's StaticEditorFlags.
layerThe layer the GameObject is in.
sceneゲームオブジェクトが属しているシーン
sceneCullingMaskScene culling mask Unity uses to determine which scene to render the GameObject in.
tagThe tag of this GameObject.
transformGameObject にアタッチされている Transform

コンストラクタ

GameObjectCreates a new GameObject, named name.

Public 関数

AddComponentAdds a component class of type componentType to the GameObject. C# Users can use a generic version.
BroadcastMessageCalls the method named methodName on every MonoBehaviour in this GameObject or any of its children.
CompareTagIs this GameObject tagged with tag ?
GetComponentGets a reference to a component of type T on the specified GameObject.
GetComponentInChildrenGets a reference to a component of type T on the specified GameObject, or any child of the GameObject.
GetComponentInParentGets a reference to a component of type T on the specified GameObject, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the specified GameObject.
GetComponentsInChildrenGets references to all components of type T on the specified GameObject, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the specified GameObject, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this GameObject.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this GameObject and on every ancestor of the behaviour.
SetActiveActivates/Deactivates the GameObject, depending on the given true or false value.
TryGetComponentGets the component of the specified type, if it exists.

Static 関数

CreatePrimitiveCreates a GameObject with a primitive mesh renderer and appropriate collider.
Find name で GameObject を検索し返します。
FindGameObjectsWithTagReturns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found.
FindWithTag/tag/でタグ付けされたアクティブなゲームオブジェクトを返します。もし見つからない場合は null を返します
GetSceneReturns the Scene of a GameObject given by instance ID.
InstantiateGameObjectsInstantiate a GameObject multiple times by instance ID and populate NativeArrays containing the new GameObjects by instance ID and their corresponding Transforms by instance ID.
SetGameObjectsActiveActivates/Deactivates the GameObjects by instance ID, depending on the given true or false value.

継承メンバー

変数

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名

Public 関数

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

Static 関数

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.
Instantiateoriginal のオブジェクトをクローンします

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。