Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


GameObject

Base class for all objects that can exist in a scene. Add components to a GameObject to control its appearance and behavior.
Read time 7 minutesLast updated 4 days ago

Definition

  • Type: Class
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
  • Inherits from: Object
public sealed class GameObject : Object

Remarks

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.

Constructors

Constructor

Description

GameObject()Creates a new GameObject, with optional parameters to specify a name and set of components to attach.
GameObject(System.String)Creates a new GameObject, with optional parameters to specify a name and set of components to attach.
GameObject(System.String,System.Type[])Creates a new GameObject, with optional parameters to specify a name and set of components to attach.

Properties

Property

Description

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).
transformHandleThe TransformHandle of the GameObject (Read Only).

Methods

Method

Description

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 name of the component type as a method parameter.
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.
GetComponentInChildrenThis is the non-generic version of this method.
GetComponentIndexRetrieves the index of the specified component in the array of components attached to the GameObject.
GetComponentInParentThe non-generic version of this method.
GetComponentsThe non-generic version of this method.
GetComponentsInChildrenThe non-generic version of this method.
GetComponentsInParentThe non-generic version of this method.
IsDestroyingChecks if the GameObject and its descendants are currently in the process of being destroyed.
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.
TryGetComponentThe non-generic version of this method.

Static Methods

Method

Description

CreatePrimitiveCreates a GameObject of the specified PrimtiveType with a mesh renderer and appropriate collider.
FindFinds and returns a GameObject with the specified name or hierarchy path.
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 EntityIds of the new GameObjects and their Transform components.
SetGameObjectsActiveActivates or deactivates multiple GameObjects identified by instance ID.

Inheritance

Inherited Members

Operators

Operator

Description

operator ==Compares two object references to see if they refer to the same object.
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.