GameObject Fields |
The GameObject type exposes the following members.
Name | Description | |
---|---|---|
DefaultSceneNodeType |
Default scene node to use when no node type is provided in GameObject constructor.
| |
DisableUpdateEvents |
If true, will disable update events (Update and FixedUpdate) for this game object and all its children and components.
This optimization is useful for containers that hold a lot of graphic entities, but don't have any updating logic.
| |
HeartbeatInterval |
How often, in seconds, to trigger "heartbeat" event.
For example, 0.1f means heartbeat every 100 ms.
| |
OctreeMaxDivisions |
How many times we can divide octree nodes, until reaching the minimum bounding box size.
| |
OctreeSceneBoundaries |
Bounding box to use for octree culling.
If you use octree culling scene node, objects that exceed this bounding box won't be culled properly.
| |
UpdateWhenNotVisible |
If true, will call this GameObject Update() and FixedUpdate() even when not visible (outside camera / culled).
If false, will not call Update() and FixedUpdate() when outside camera boundaries.
| |
UserData |
Optional data you can attach to this game object.
Note: this data will not be serialized / deserialized.
|