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.
Returns true if this peer has client authority over this scene object.
If true, the client can modify the object and it will be replicated on the server and other clients. If false, the client should not modify the object as it will not be replicated. If undefined, the object is not replicated or not yet replicated.
Determines if the object has been destroyed.
Returns true if this scene object is locally owned.
If true, the client is the owner of this object. If false, the client is not the owner of this object. If undefined, the object is not replicated or not yet replicated.
Returns whether this object is exclusively replicated to its owner connection.
Returns true if the scene object is read-only. This is the case if any SceneObjectLockFlag is set or the SceneObjectFlag.Readonly flag is set.
Determines if the scene object has been instanced from a Template resource.
Returns the currently set lock flags on the scene object. These describe the reason why the scene object is locked.
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.
The network ID of the scene object. This is a unique identifier used for network replication. If the scene object is not replicated, or not yet replicated, this value is 0.
Gets the SceneObjectNetworkFlag that determine replication and network behavior.
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.
The hash of the transform object. Whenever the transform changes, this value is modified.
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.
Checks if the scene object has a specific SceneObjectLockFlag bit flag set.
The flag to check.
Checks if this scene object and the provided parent scene object originate from the same template.
The parent scene object to compare against.
OptionalisRecursive: booleanIf true, the method performs a recursive check to verify the template origin.
True if both objects originate from the same template, false otherwise.
Determines if the scene object originates from a template, potentially evaluating the entire hierarchy.
OptionalisRecursive: booleanIf true, the method recursively checks the object's children to determine if any of them originate from a template.
True, if the scene object itself or if isRecursive is true, any of its children originate from a template.
Notifies the parent SceneInstance that the scene object is dirty.
Removes a Component from the scene object. If there are multiple components matching the type, only the first one found is removed.
Type of the component to remove. Includes any components derived from the type.
Removes a Component from the scene object by its UUID.
The component UUID. If the UUID is not a component of this SceneObject, false is returned.
true if the component was removed.
Sets whether this client has authority over this scene object.
When enabled, the owning client can modify the object and changes will be replicated to the server and other clients.
True to grant client authority, false to revoke it.
True if successfully set, false otherwise.
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.
Sets or unsets the specified SceneObjectLockFlag bit flag on the instance. This adds or removes a reason why the scene object is locked.
The flag to set.
True to set the flag.
OptionalisRecursive: booleanTrue to set the flag on all children.
Sets the owner connection ID for this scene object.
This method can only be called on the host. Clients cannot set the owner of a scene object. The scene object must have a network identity (be replicated) to have an owner.
The connection ID of the new owner.
True if the owner was successfully set, false otherwise.
Sets whether this object is exclusively replicated to its owner connection.
When enabled, this object will only be relevant to its owner connection. Other connections will not receive replication updates for this object.
True to only replicate to owner, false to replicate to all relevant connections.
True if successfully set, false otherwise.
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.