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 is the fundamental object type in Unity. Use to represent everything in your project, including characters, props, and scenery. A acts as a container for functional components that determine how the GameObject looks and behaves.
GameObjectGameObjectGameObjectAny script that derives from MonoBehaviour can be added to a as a component. Use the Component.gameObject property from your code to access the the component is attached to.
GameObjectMonoBehaviourGameObjectMonoBehaviourMonoBehaviour.UpdateGameObjectactiveSelfactiveInHierarchytrueYou can create an empty from code by invoking one of the constructors. However, a more common method is to instantiate a in Prefab form, with preconfigured components, property values, and child objects. For more information, refer to Instantiating Prefabs at runtime in the Manual.
GameObjectGameObjectYou 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 named "myExampleGO" and adds a component of type AudioSource:
GameObjectusing 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 |
|---|---|
| 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). |
| transformHandle | The TransformHandle of the GameObject (Read Only). |
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 name of the component type as a method parameter. |
| 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 | This is the non-generic version of this method. |
| GetComponentIndex | Retrieves the index of the specified component in the array of components attached to the GameObject. |
| GetComponentInParent | The non-generic version of this method. |
| GetComponents | The non-generic version of this method. |
| GetComponentsInChildren | The non-generic version of this method. |
| GetComponentsInParent | The non-generic version of this method. |
| IsDestroying | Checks if the GameObject and its descendants are currently in the process of being destroyed. |
| 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 | The non-generic version of this method. |
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 or hierarchy path. |
| 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 EntityIds of the new GameObjects and their Transform components. |
| SetGameObjectsActive | Activates or deactivates multiple GameObjects identified by instance ID. |
Inheritance
Operators
Operator | Description |
|---|---|
| operator == | Compares two object references to see if they refer to the same object. |
| bool | Determines whether the object exists. |
| operator != | Compares if two objects refer to a different object. |