GameObjectExtensions Class
Definition
Important
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Extension methods for Unity's GameObject class
public ref class GameObjectExtensions abstract sealed
public static class GameObjectExtensions
type GameObjectExtensions = class
Public Module GameObjectExtensions
- Inheritance
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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, 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. |
SetLayerRecursively(GameObject, Int32) |
Set the layer to the given object and the full hierarchy below it. |