Methods
DetachAllChildren
Detaches all of gameObject's children.
DetachChild
Detaches the selected child.
DetachChildren
Detaches all children with indices.
DetachParent
Detaches the parent.
HasChildren
Returns true if gameObject has children.
HasParent
Returns true if gameObject has a parent.
HasSibling
Returns true if gameObject has siblings.
InverseTransformDirection
Transforms a direction from world space to local space.
InverseTransformPoint
Transforms a position from world space to local space.
InverseTransformVector
Transforms a vector from world space to local space.
IsMyAncestor
Returns true if the checked object is an ancestor of gameObject.
IsMyChild
Returns true if the checked object is a child of gameObject.
IsMyDescendant
Returns true if the checked object is a descendant of gameObject.
IsMyParent
Returns true if the checked object is a parent of gameObject.
IsMyRootAncestor
Returns true if the checked object is the root of gameObject.
IsMySibling
Returns true if the checked object is a siblings of gameObject.
IsMyTreemate
Returns true if the checked object is on the same tree as gameObject.
LookAt
Rotates so the forward point targets current position.
ReorderChildrenIndices
Reorders the indices of children so that they match the order of children in array.
ReturnAncestors
Returns an array of all ancestors. Ancestors include the parent, the parent's parent and all other objects higher on the branch from parent.
ReturnBranch
Returns an array including self, children, parent, siblings, descendants and ancestors.
ReturnChild
Returns the child at checked index. If no child is found returns null.
ReturnChildCount
Returns the number of children the gameObject has.
ReturnChildren
Returns an array of all child objects.
ReturnComponentInAncestors
Search through each ancestor of the gameObject and return the first instance of T found. Ancestors include the parent, the parent's parent and all other objects higher on the branch.
ReturnComponentInBranch
Search gameObject, children, parent, siblings, descendants and ancestors, in that order, and return the first instance of T found.
ReturnComponentInChildren
Search through each child of the gameObject and return the first instance of T found.
ReturnComponent
InDescendants
Search through each descendant of the gameObject and return the first instance of T found. Descendant include children, children of children and all other objects lower on the branch from children.
Search the parent object for an instance of T.
ReturnComponentInSiblings
Search through each sibling of the gameobject for an instance of T and return the first instance of the object found.
ReturnComponentInTree
Search gameObject, children, parent, siblings, descendants, ancestors, and all other objects that share a tree with gameObject, in that order, and return the first instance of T found.
ReturnComponents
InAncestors
Search through each ancestor of the gameObject and return an array of all instances of T found. Ancestors include the parent, the parent's parent and all other objects higher on the branch.
ReturnComponentsInBranch
Search self, children, parent, siblings, descendants and ancestors, in that order, and return an array of all instances of T found.
ReturnComponentsInChildren
Search through each child of gameObject and return an array of all instances of T found.
ReturnComponents
InDescendants
Search through each descendant of the game object and return an array of all instances of T found. Descendants include children, children of children and all other objects lower on the branch from children.
ReturnComponentsInParent
Search parent and return an array of all instances of T it found.
ReturnComponentsInSiblings
Search through each sibling of the object and return an array of all instances of T.
ReturnComponentsInTree
Search self, children, parent, siblings, descendants, ancestors, and all other objects that share a tree with gameObject, in that order, and return an array of all instances of T found.
ReturnDescendants
Returns and array of all descendants. Descendants include children, children of children and all other objects lower on the branch from children.
ReturnForward
Return's the gameObjects blue axis in world space.
ReturnLocalPosition
The position of the gameObject's transform relative to the parent's transform.
ReturnLocalRotation
The rotation of the transform relative to the parent's rotation in Quaternion.
ReturnLocalRotation
EulerAngles
The gameObject's rotation in Euler angles relative to the parent's rotation.
ReturnLocalScale
The scale of the gameObject's transform relative to the parent.
ReturnLocalToWorldMatrix
A matrix that transforms the local space to world space.
ReturnParent
Search the parent object for an instance of T.
ReturnPosition
The gameObject's world position.
ReturnRight
The gameObject's red axis in world space.
ReturnRootAncestor
Returns the root ancestor.
ReturnRotation
The gameObject's rotation in world space.
ReturnRotationEulerAngles
Return the euler angle of gameObject's rotation.
ReturnScale
Detaches all of gameObject's children.
ReturnSiblingIndex
​Returns the gameObject’s sibling index.
ReturnSiblings
Returns an array of all siblings.
ReturnTree
Returns an array including self, children, parent, siblings, descendants and ancestors, and all other objects that share a tree with gameObject equal to the provided bool value.
ReturnUp
The gameObject's green axis in world space.
ReturnWorldToLocalMatrix
Matrix that transforms a point in world space to local space.
ReturnWorldPosition
The world space position of the gameObject.
Rotate
Rotates the gameObect.
RotateAround
Rotates the gameObject around an axis, while passing through point by angle.
SetAncestorsComponent
Enabled
Sets the enabled state of the first instance of a component with type found on an ancestor equal to the new value. Ancestors include the parent, the parent's parent and all other objects higher on the branch.
SetAncestorsComponents
Enabled
Sets the enabled state of all instances of a component with type found on a parent equal to the new value.Ancestors include the parent, the parent's parent and all other objects higher on the branch.
SetAsFirstSibling
Move the gameObject to the top of the parent's child list.
SetAsLastSibling
Move the gameObject to the bottom of the parent's child list.
SetBranchComponentsEnabled
Sets the enabled state of all instances of a component with type found on gameObject, children, parent, siblings, descendants and ancestors, equal to the new value.
SetChildrensComponent
Enabled
Sets the enabled state of the first instance of a component with type found on a child equal to the new value.
SetComponentEnabled
Sets the enabled state of the first instance of a component with type found on the gameObject equal to the new value.
SetComponentsEnabled
Sets the enabled state of all instances of a component with type found on the gameObject equal to the new value.
SetDescendantsComponent
Enabled
Sets the enabled state of the first instance of a component with type found on a descendant equal to the new value. Descendants include children, children of children and all other objects lower on the branch than children.
SetDescendantsComponents
Enabled
Sets the enabled state of all instances of a component with type found on any descendant equal to the new value. Descendants include children, children of children and all other objects lower on the branch from children.
SetLocalRotation
Sets the rotation of the transform relative to the parent's rotation to the new quaternion.
SetChildrensComponents
Enabled
Sets the enabled state of all instances of a component with type found on any child equal to the new value.
SetForward
Sets the gameObject's forward.
SetLocalPosition
Sets the position of the gameObject's transform relative to the parent's transform to the new position.
SetLocalRotationEulerAngles
Sets the gameObject's rotation in Euler angles relative to the parent's rotation.
SetLocalScale
Sets the local scale of the gameObject's transform relative to the new scale.
SetParent
Sets the parent.
SetParentsComponentEnabled
Sets the enabled state of the first instance of a component with type found on a parent equal to the new value.
SetParentsComponents
Enabled
Sets the enabled state of all instances of a component with type found on a parent equal to the new value.
SetPosition
Search through each child of the gameObject and return the first instance of T found.
SetRotationEulerAngles
Sets the gameObject's rotation.
SetSiblingsComponent
Enabled
Sets the enabled state of the first instance of a component with type found on a sibling equal to the new value.
SetSiblingsComponents
Enabled
Sets the enabled state of all instances of a component with type found on a sibling equal to the new value.
SetSiblingIndex
Sets the gameObject's sibling index.
SetTreeComponentEnabled
Sets the enabled state of the first instance of T found in self, children, parent, siblings, descendants and ancestors, and other objects that share a tree with gameObject, searched in that order, equal to the new value.
SetTreeComponentsEnabled
Sets the enabled state of all instances of a component with type found on gameObject, children, parent, siblings, descendants and ancestors, and other objects that share a tree with gameObject, equal to the new value.
TransformDirection
Transforms a direction from world space to local space.
TransformHasChanged
Returns true if gameObject's transform changed since the last time the flag was set false.
TransformPoint
Transforms a point from local space to world space.
TransformVector
Transforms the vector from local space to world space.
Translate
Moves a gameObject in the direction of and the distance of translation.
TreeCapacity
Returns the gameObject's transform hierarchyCapacity.
TreeCount
Returns the number of objects in the gameObject's tree.