GameObjectExtensions Class
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Extension methods for Unity's GameObject class
public ref class GameObjectExtensions abstract sealed
public static class GameObjectExtensions
type GameObjectExtensions = class
Public Module GameObjectExtensions
- Inheritance
-
GameObjectExtensions
Methods
ApplyLayerCacheRecursively(GameObject, Dictionary<GameObject,Int32>) |
Reapplies previously cached hierarchy layers |
ApplyToHierarchy(GameObject, Action<GameObject>) |
Apply the specified delegate to all objects in the hierarchy under a specified game object. |
DestroyGameObject(GameObject, Single) |
Destroys GameObject appropriately depending if in edit or playmode |
ExportOBJAsync(GameObject, String, Boolean) |
Export mesh data of current GameObject, and children if enabled, to file provided in OBJ format |
FindAncestorComponent<T>(GameObject, Boolean) |
Find the first component of type |
ForEachComponent<T>(GameObject, Action<T>) |
Perform an action on every component of type T that is on this GameObject |
IsComponentRequired<T>(GameObject, List<Type>) |
Checks if any MonoBehaviour on the given GameObject is using the RequireComponentAttribute requiring type T |
IsInLayerMask(GameObject, LayerMask) |
Determines whether or not a game object's layer is included in the specified layer mask. |
SetChildrenActive(GameObject, Boolean) |
Set all GameObject children active or inactive based on argument |
SetLayerRecursively(GameObject, Int32) |
Set the layer to the given object and the full hierarchy below it. |
SetLayerRecursively(GameObject, Int32, Dictionary<GameObject,Int32>) |
Set the layer to the given object and the full hierarchy below it and cache the previous layers in the out parameter. |