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.
activeInHierarchy | Defines 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) |
isStatic | Gets and sets the GameObject's StaticEditorFlags. |
layer | The layer the GameObject is in. |
scene | ゲームオブジェクトが属しているシーン |
sceneCullingMask | Scene culling mask Unity uses to determine which scene to render the GameObject in. |
tag | The tag of this GameObject. |
transform | GameObject にアタッチされている Transform |
GameObject | Creates a new GameObject, named name. |
AddComponent | Adds a component class of type componentType to the GameObject. C# Users can use a generic version. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this GameObject or any of its children. |
CompareTag | Is this GameObject tagged with tag ? |
GetComponent | Gets a reference to a component of type T on the specified GameObject. |
GetComponentInChildren | Gets a reference to a component of type T on the specified GameObject, or any child of the GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the specified GameObject, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the specified GameObject. |
GetComponentsInChildren | Gets references to all components of type T on the specified GameObject, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the specified GameObject, and any parent of the GameObject. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this GameObject. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this GameObject and on every ancestor of the behaviour. |
SetActive | Activates/Deactivates the GameObject, depending on the given true or false value. |
TryGetComponent | Gets the component of the specified type, if it exists. |
CreatePrimitive | Creates a GameObject with a primitive mesh renderer and appropriate collider. |
Find | name で GameObject を検索し返します。 |
FindGameObjectsWithTag | Returns 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 |
GetScene | Returns the Scene of a GameObject given by instance ID. |
InstantiateGameObjects | Instantiate a GameObject multiple times by instance ID and populate NativeArrays containing the new GameObjects by instance ID and their corresponding Transforms by instance ID. |
SetGameObjectsActive | Activates/Deactivates the GameObjects by instance ID, depending on the given true or false value. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
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 | original のオブジェクトをクローンします |
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。 |