The SGameObject class refers a single Game Object active within the scene.
Copies the object and returns a reference to the copy. Equivalent to calling Instantiate() in Unity
Schedules this object for deletion at the end of the frame
Adds a Light component to the object.
-- add the Light component to the object if there is none
if obj.Light == null then
end
Space.Log(obj.Light);
Adds an AudioSource component to the object.
-- add the AudioSource component to the object if there is none
if obj.Audio == null then
end
Space.Log(obj.Audio);
Adds a Clickable component to the object.
-- add the Clickable component to the object if there is none
if obj.Clickable == null then
end
Space.Log(obj.Clickable);
Adds a Rigidbody component to the object.
-- add the Rigidbody component to the object if there is none
if obj.Rigidbody == null then
end
Space.Log(obj.Rigidbody);
Adds a NavMeshAgent component to the object.
-- add the NavMeshAgent component to the object if there is none
if obj.NavMeshAgent == null then
end
Space.Log(obj.NavMeshAgent);
Adds a Seat component to the object.
-- add the Seat component to the object if there is none
if obj.Seat == null then
end
Space.Log(obj.Seat);
Causes this script to start listening to events on the object. Only use if you need to.
Space.Host.ExecutingObject.SubscribeToEvents()
Binds a event to the Awake() event. Requires SubscribeToEvents be called first.
function F() Space.Log("bound") end Space.Host.ExecutingObject.SubscribeToEvents() Space.Host.ExecutingObject.OnAwake(F)
Binds a event to the Start() event. Requires SubscribeToEvents be called first.
function F() Space.Log("bound") end Space.Host.ExecutingObject.SubscribeToEvents() Space.Host.ExecutingObject.OnStart(F)
Binds a event to the OnEnable() event. Requires SubscribeToEvents be called first.
function F() Space.Log("bound") end Space.Host.ExecutingObject.SubscribeToEvents() Space.Host.ExecutingObject.OnEnable(F)
Binds a event to the OnDisable() event. Requires SubscribeToEvents be called first.
function F() Space.Log("bound") end Space.Host.ExecutingObject.SubscribeToEvents() Space.Host.ExecutingObject.OnDisable(F)
Binds a event to the OnFixedUpdate() event. Requires SubscribeToEvents be called first.
function F() Space.Log("bound") end Space.Host.ExecutingObject.SubscribeToEvents() Space.Host.ExecutingObject.OnFixedUpdate(F)
Binds a event to the OnLateUpdate() event. Requires SubscribeToEvents be called first.
function F() Space.Log("bound") end Space.Host.ExecutingObject.SubscribeToEvents() Space.Host.ExecutingObject.OnLateUpdate(F)
Binds a event to the OnUpdate() event. Requires SubscribeToEvents be called first.
function F() Space.Log("bound") end Space.Host.ExecutingObject.SubscribeToEvents() Space.Host.ExecutingObject.OnUpdate(F)
Binds a event to the OnMouseDown() event. Requires SubscribeToEvents be called first.
function F() Space.Log("bound") end Space.Host.ExecutingObject.SubscribeToEvents() Space.Host.ExecutingObject.OnMouseDown(F)
Is this object Active in the scene
Gets/Sets the object onto a particular layer (0-31)
Gets this objects Tag
Gets/sets the name of this object
Does this object still exist in the scene (returns false if the object has been deleted via Destroy();)
Gets/sets the parent GameObject of this object. Assign nil/null to set this as the root.
-- This Scripting Runtime is the component of the "Cube" object.
-- 1 Object Reference is used: Name: Cube1, references "Cube (1)".
local obj = Space.Host.ExecutingObject;
obj.Parent = Space.Host.GetReference("Cube1");
Gets the root of this object group - may be this object.
-- "Cube" is the parent of "Cube (1)", "Cube (1)" is the parent of "Cube (2)"
-- This Scripting Runtime is the component of the "Cube (2)" object.
local obj = Space.Host.ExecutingObject;
Space.Log(obj.Root.Name);
Returns the list of direct children of this object.
-- "Cube" is the parent of both "Cube (1)" and "Cube (2)" (in this order in the hierarchy).
-- This Scripting Runtime is the component of the "Cube" object.
local obj = Space.Host.ExecutingObject;
Space.Log(obj.Children[1].Name);
-- prints "Cube (1)" to the console
Space.Log(obj.Children[2].Name);
Gets or sets the current position of this object relative to the scene
Space.Host.ExecutingObject.WorldPosition = Vector.New(1,1,1)
Gets or sets the current position of this object relative to the objects parent, taking into account local position/scale/rotation
Space.Host.ExecutingObject.LocalPosition = Vector.New(1,1,1)
Gets or sets the current rotation of this object relative to the scene
Space.Host.ExecutingObject.WorldRotation = Quaternion.Euler(0,180,0)
Gets or sets the current rotation of this object relative to the parent object
Space.Host.ExecutingObject.LocalRotation = Quaternion.Euler(0,180,0)
Gets or sets the current scale of this object relative to the parent
Space.Host.ExecutingObject.LocalScale = Vector.New(2,2,2)
Gets the current scale of this object relative to the scene
worldScale = Space.Host.ExecutingObject.WorldScale
Returns the forward direction vector of this game object (blue arrow)
obj.WorldRotation = Quaternion.Euler(0,0,0);
Space.Log(obj.Forward);
-- prints "[0,0,1]" to the console
obj.WorldRotation = Quaternion.Euler(0,90,0);
Space.Log(obj.Forward);
Returns the up direction vector of this game object (green arrow)
obj.WorldRotation = Quaternion.Euler(0,0,0);
Space.Log(obj.Up);
-- prints "[0,1,0]" to the console
obj.WorldRotation = Quaternion.Euler(90,0,0);
Space.Log(obj.Up);
Returns the right direction vector of this game object (red arrow)
obj.WorldRotation = Quaternion.Euler(0,0,0);
Space.Log(obj.Right);
-- prints "[1,0,0]" to the console
obj.WorldRotation = Quaternion.Euler(0,0,90);
Space.Log(obj.Right);
Returns a reference to a Light component on the object. Will return null if it does not exist.
-- add the Light component to the object if there is none
if obj.Light == null then
end
-- Now we can work with the Light component on this object.
-- For example, let's set its colour to Red:
Returns a reference to a Animator component on the object. Will return null if it does not exist.
Space.Log(obj.Animator);
Returns a reference to a AudioSource component on the object. Will return null if it does not exist.
-- add the AudioSource component to the object if there is none
if obj.Audio == null then
end
Space.Log(obj.Audio);
-- Now we can work with the AudioSource component on this object.
-- For example, let's set its volume to 0.25:
Returns a reference to a BrowserSurface component on the object. Will return null if it does not exist.
-- If this object has a BrowserSurface component, the script will reload the page in it
if obj.Browser ~= null then
Returns a reference to a Renderer component on the object. Will return null if it does not exist.
-- If this object has a Renderer component, let's colour its material blue!
if obj.Renderer ~= null then
Returns a reference to a Clickable component on the object. Will return null if it does not exist.
-- add the Clickable component to the object if there is none
if obj.Clickable == null then
end
Space.Log(obj.Clickable);
--Now we can work with the Clickable component on this object.
-- Let's add an option for the object to be moved up by 1 every time that option is chosen:
local deltaPos = Vector.New(0,1,0);
function MoveItUp ()
end
Returns a reference to a Rigidbody component on the object. Will return null if it does not exist.
-- add the Rigidbody component to the object if there is none
if obj.Rigidbody == null then
end
Space.Log(obj.Rigidbody);
-- Now we can work with the Rigidbody component on this object.
-- Let's make it spin!
obj.Rigidbody.UseGravity = false;
obj.Rigidbody.AngularDrag = 0;
Returns a reference to a Collider component on the object. Will return null if it does not exist.
-- If this object has a Collider component, let's make it a trigger:
if obj.Collider ~= null then
Returns a reference to a UI.Text component on the object. Will return null if it does not exist.
uitext = Space.Host.ExecutingObject.UIText
Returns a reference to a NavMeshAgent component on the object. Will return null if it does not exist.
-- add the NavMeshAgent component to the object if there is none
if obj.NavMeshAgent == null then
end
Space.Log(obj.NavMeshAgent);
Returns a reference to a Seat component on the object. Will return null if it does not exist.
-- add the Seat component to the object if there is none
if obj.Seat == null then
end
Space.Log(obj.Seat);
Returns the GameObject's Owner
Owner = Space.Host.ExecutingObject.Owner
Returns the GameObject's Local ID
LocalID = Space.Host.ExecutingObject.LocalID
Return's the GameObject's InventoryID
InventoryID = Space.Host.ExecutingObject.InventoryID
Returns true if GameObject has Stable ID
HasStableID = Space.Host.ExecutingObject.HasStableID
Returns the global ID of the GameObject
GlobalID = Space.Host.ExecutingObject.GlobalID
Returns a HingeJoint component attached to this object, or nil if none exist
HingeJoint = Space.Host.ExecutingObject.HingeJoint
Returns a Light component attached to this object, or nil if none exist
Light = Space.Host.ExecutingObject.Light
Returns a ReflectionProbe component attached to this object, or nil if none exist
ReflectionProbe = Space.Host.ExecutingObject.ReflectionProbe
Returns a Light component attached to this object or its children, or nil if none exist
LightInChild = Space.Host.ExecutingObject.LightInChild
Returns a Light component attached to this object or it's parent, or nil if none exist
LightInParent = Space.Host.ExecutingObject.LightInParent
Returns a RoomFloor component attached to this object, or nil if none exist
Floor = Space.Host.ExecutingObject.Floor
Returns an Animation component attached to this object, or nil if none exist Animation is a legacy component and should not be confused with Animator
Animation = Space.Host.ExecutingObject.Animation
Returns Canvas Group component attached to this object, or nil if none exist
CanvasGroup = Space.Host.ExecutingObject.CanvasGroup
Returns a VoiceZone component attached to this object, or nil if none exist
VoiceZone = Space.Host.ExecutingObject.VoiceZone
Returns a PlayableDirector component attached to this object, or nil if none exist
Director = Space.Host.ExecutingObject.Director
Returns a Modular Vehicle component attached to this object, or nil if none exist
Vehicle = Space.Host.ExecutingObject.Vehicle
Returns a Post Process Volume component attached to this object, or nil if none exist
PostProcessVolume = Space.Host.ExecutingObject.PostProcessVolume
Returns a Archimatix Model ("AXModel" component) - or Nil if nothing exists
Archimatix = Space.Host.ExecutingObject.Archimatix
Returns a Embedded Video component attached to this object, or nil if none exist
EmbeddedVideo = Space.Host.ExecutingObject.EmbeddedVideo
Return's GameObject's Avatar
Avatar = Space.Host.ExecutingObject.Avatar
Returns a AvatarAppearance component attached to this object, or nil if none exist
AvatarAppearance = Space.Host.ExecutingObject.AvatarAppearance
Returns a Scripting Runtime component attached to this object, or nil if none exist
Script = Space.Host.ExecutingObject.Script
Returns a State Machine component attached to this object, or nil if none exist
StateMachine = Space.Host.ExecutingObject.StateMachine
Returns a Scripting Events component attached to this object, or nil if none exist
Events = Space.Host.ExecutingObject.Events
Returns a Scripting Data component attached to this object, or nil if none exist
Data = Space.Host.ExecutingObject.Data
Returns a Box Collider component attached to this object, or nil if none exist
BoxCollider = Space.Host.ExecutingObject.BoxCollider
Returns a Sphere Collider component attached to this object, or nil if none exist
SphereCollider = Space.Host.ExecutingObject.SphereCollider
Returns a Capsule Collider component attached to this object, or nil if none exist
CapsuleCollider = Space.Host.ExecutingObject.CapsuleCollider
Returns a Character Controller component attached to this object, or nil if none exist
CharacterController = Space.Host.ExecutingObject.CharacterController
Returns the first Audio Reactive component attached to this object, or nil if none exist
AudioReactive = Space.Host.ExecutingObject.AudioReactive
Returns the first Attachment Helper component attached to this object, or nil if none exist
AttachmentHelper = Space.Host.ExecutingObject.AttachmentHelper
Returns the first Audio Reactive Animation component attached to this object, or nil if none exist
AudioReactiveAnimation = Space.Host.ExecutingObject.AudioReactiveAnimation
Returns the first Audio Reactive Light component attached to this object, or nil if none exist
AudioReactiveLight = Space.Host.ExecutingObject.AudioReactiveLight
Returns the first Audio Reactive Particle System component attached to this object, or nil if none exist
AudioReactiveParticleSystem = Space.Host.ExecutingObject.AudioReactiveParticleSystem
Returns the first Audio Reactive Material component attached to this object, or nil if none exist
AudioReactiveMaterial = Space.Host.ExecutingObject.AudioReactiveMaterial
Returns the first Audio Reactive Transform component attached to this object, or nil if none exist
AudioReactiveTransform = Space.Host.ExecutingObject.AudioReactiveTransform
Returns a Unity component attached to this object, or nil if none exist
TrailRenderer = Space.Host.ExecutingObject.TrailRenderer
Returns a Unity component attached to this object, or nil if none exist
LineRenderer = Space.Host.ExecutingObject.LineRenderer
Returns a Renderer component attached to this object, or nil if none exist
UILayout = Space.Host.ExecutingObject.UILayout
Returns a Unity uGUI Toggle component attached to this object, or nil if none exist
UIToggle = Space.Host.ExecutingObject.UIToggle
Returns a Unity uGUI Dropdown component attached to this object, or nil if none exist
UIDropdown = Space.Host.ExecutingObject.UIDropdown
Returns a Unity uGUI Dropdown component attached to this object, or nil if none exist
UIButton = Space.Host.ExecutingObject.UIButton
Returns a Unity uGUI Slider component attached to this object, or nil if none exist
UISlider = Space.Host.ExecutingObject.UISlider
Returns a Unity uGUI Scrollbar component attached to this object, or nil if none exist
UIScrollbar = Space.Host.ExecutingObject.UIScrollbar
Returns a Unity uGUI Canvas component attached to this object, or nil if none exist
UICanvas = Space.Host.ExecutingObject.UICanvas
Returns a Unity uGUI Image component attached to this object, or nil if none exist
UIImage = Space.Host.ExecutingObject.UIImage
Returns a Unity uGUI Text component attached to this object, or nil if none exist
UIRawImage = Space.Host.ExecutingObject.UIRawImage
Returns a Unity uGUI Text component attached to this object, or nil if none exist
UIInputField = Space.Host.ExecutingObject.UIInputField
Returns a VirtualCamera component attached to this object, or nil if none exists
VirtualCamera = Space.Host.ExecutingObject.VirtualCamera
Returns a Cloth component attached to this object, or nil if none exists
Cloth = Space.Host.ExecutingObject.Cloth
Returns a MeshRenderer component attached to this object, or nil if none exists
MeshRenderer = Space.Host.ExecutingObject.MeshRenderer
Returns a Furniture component attached to this object, or nil if none exists
Furniture = Space.Host.ExecutingObject.Furniture
Returns a ParticleSystem component attached to this object, or nil if none exists
ParticleSystem = Space.Host.ExecutingObject.ParticleSystem
Returns a NavMeshObstacle component attached to this object, or nil if none exists
NavMeshObstacle = Space.Host.ExecutingObject.NavMeshObstacle
Returns a RectTransform component attached to this object, or nil if none exists
RectTransform = Space.Host.ExecutingObject.RectTransform
Returns a SkinnedMeshRenderer component attached to this object, or nil if none exists
SkinnedMeshRenderer = Space.Host.ExecutingObject.SkinnedMeshRenderer
Returns a SceneBackgroundMusic component attached to this object, or nil if none exists
Radio = Space.Host.ExecutingObject.Radio
Returns a Terrain component attached to this object, or nil if none exists
Terrain = Space.Host.ExecutingObject.Terrain
Returns true if GameObject is Alive
Alive = Space.Host.ExecutingObject.Alive
Returns true if GameObject is Active (even if it's parent is not active)
ActiveSelf = Space.Host.ExecutingObject.ActiveSelf
Returns an EventCalendar component attached to this object, or nil if none exists
EventCalendar = Space.Host.ExecutingObject.EventCalendar
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