Optionalname: stringOptionalflags: EnumValueTyped<SceneObjectFlag, number>OptionalfatComponent: FatComponentOptionalisInternalConstructor: booleanDetermines if the object's components are being updated or not.
Gets the number of child scene objects of this object.
Gets the child scene objects of this object.
The object's FatComponent if one was used to create the object, or null otherwise.
Gets all flags set on the scene object.
Default name of the scene object.
Determines if the object has been destroyed.
Determines if the scene object has been instanced from a Template resource.
Sets the ObjectMobility of a scene object.
This is used primarily as a performance hint to engine systems. Objects with more restricted mobility will result in higher performance. Some mobility constraints will be enforced by the engine itself, while for others the caller must be sure not to break the promise of the set mobility. By default scene object's mobility is unrestricted.
Name of the scene object.
Parent in the scene object hierarchy. Null for hierarchy root.
Returns the PhysicsScene this node is being simulated on.
Returns the SceneInstance this node is attached to.
The Template resource this object is an instance of, if any.
The SceneObjectTransform contains information about the scene object's position, rotation and scale.
Creates a deep clone of this scene object, all cloned objects and components will receive new UUIDs.
The parent node for the object, if null, the object will be parented to the root of the scene.
The cloned scene object or a null object if the cloning failed.
If the cloned object is the root of a templated scene object, the cloned object will remain templated. Otherwise, the template link will be broken. In this case, modified properties will remain on the clone.
This API is intended for runtime clones during gameplay. For editor use, use APIs from the SceneObjectUndoRedo class
instead, otherwise the undo state is compromised.
Destroys the scene object, removing it from its SceneInstance and stopping all Component updates.
Optionalimmediate: booleanIf true the scene object will be fully destroyed immediately. This means that objects that are still referencing this scene object might fail. Normally destruction is delayed until the end of the frame to give other objects a chance to stop using it.
Searches the child objects for an object matching the specified name.
Name of the object to locate.
Optionalrecursive: booleanIf true all descendants of the scene object will be searched, otherwise only immediate children.
First found scene object, or null if none found.
Searches the child objects for an object with the specified uuid.
UUID of the object to locate.
Optionalrecursive: booleanIf true all descendants of the scene object will be searched, otherwise only immediate children.
First found scene object, or null if none found.
Searches the child objects for objects matching the specified name.
Name of the objects to locate.
Optionalrecursive: booleanIf true all descendants of the scene object will be searched, otherwise only immediate children.
All scene objects matching the specified name.
Returns a child scene object.
Index of the child scene object to retrieve.
Instance of the child scene object, or null if index is out of range.
Returns a FatComponent of the specified type of the scene object has one assigned.
Type of the component to check for.
Fat component of the specified type if one was found, or null otherwise.
Finds the index of the specified child. If the child does not exist -1 is returned.
The child object.
The index of the child, or -1 if it is not found.
Checks has the scene object a FatComponent of the specified type.
Type of the fat component to check for.
True if the scene object has the specified fat component.
Checks if the scene object has a specific SceneObjectFlag bit flag set.
The flag to check.
Notifies the parent SceneInstance that the scene object is dirty.
Sets or unsets the specified SceneObjectFlag bit flag on the instance.
The flag to set.
True to set the flag.
OptionalapplyToChildren: booleanTrue to set the flag on all children.
Searches for a Component of a specific type. If the component was found, the callback function
is called with the component as an argument.
If there are multiple components matching the type, only the first one found is used.
To iterate multiple components use useComponents instead.
Searches for all components of a specific type. The callback function is called once for each
component, with the current component as an argument.
To iterate only a single component, use useComponent instead.
StaticgetLocates a rsx object by its sceneRuntimeID and UUID.
The runtime ID of the SceneInstance of the object.
The UUID of the object to retrieve.
The object or null if no object with given sceneRuntimeID and uuid has been registered
An object in the scene graph of a Scene. It has a spatial position in the Scene as is anchored to the scene through the scene graph hierarchy. To add rendering features and simulation behaviors to a SceneObject, Components are added. This can be done either through a FatComponent or by manually adding Components.