Scene
public class Scene : GameObject Constructors
Scene() Properties
| Name | Type | Description |
|---|---|---|
Camera | CameraComponent | |
IsEditor | Boolean | |
SceneWorld | SceneWorld | |
DebugSceneWorld | SceneWorld | |
HasUnsavedChanges | Boolean | |
Source | GameResource | |
Directory | GameObjectDirectory | |
Title | String | |
Description | String | |
WantsSystemScene | Boolean | If true we'll additive load the system scene when this scene is loaded. Defaults to true. You might want to disable this for specific scenes, like menu scenes etc. |
RenderAttributes | RenderAttributes | Global render attributes accessible on any renderable in this Scene. |
PhysicsWorld | PhysicsWorld | |
IsValid virtual | Boolean | Returns true if this scene has not been destroyed |
Volumes | VolumeSystem | Allows quickly finding components that have a volume |
Editor | ISceneEditorSession | Allows access to the scene's editor session from the game. This will be null if there is no editor session active on this scene. |
IsLoading | Boolean | Return true if we're in an initial loading phase |
NavMesh | NavMesh | |
NetworkFrequency | Single | |
NetworkRate | Single | One divided by ProjectSettings.Networking.UpdateRate. |
All static | IEnumerable<Scene> | All active non-editor scenes. |
IsFixedUpdate | Boolean | |
FixedDelta | Single | |
FixedUpdateFrequency | Single | |
MaxFixedUpdates | Int32 | |
PhysicsSubSteps | Int32 | |
ThreadedAnimation | Boolean | |
UseFixedUpdate | Boolean | |
TimeScale | Single | |
Trace | SceneTrace |
Methods
IEnumerable<T> GetAllComponents() Get all components of type. This can include interfaces. This function can only find enabled/active components.
IEnumerable<Component> GetAllComponents(Type type) Get all components of type. This can include interfaces. This function can only find enabled/active components.
virtual Void Destroy() Destroy this scene. After this you should never use it again.
static Scene CreateEditorScene() GameObject CreateObject(Boolean enabled = True) Create a GameObject on this scene. This doesn't require the scene to be the active scene.
IDisposable Push() Push this scene as the active scene, for a scope
IDisposable BatchGroup() Collects anything inside into a batch group. A batchgroup is used with GameObject and Components to make sure that their OnEnable/OnDisable and other callbacks are called in a deterministic order, and that they can find each other during creation. NetworkSpawn calls will also be batched.
Void ClearUnsavedChanges() IEnumerable<GameObject> FindAllWithTags(IEnumerable<String> tags) IEnumerable<GameObject> FindAllWithTag(String tag) Find objects with tag
Void ProcessDeletes() Delete any GameObjects waiting to be deleted
virtual Void RunEvent(Action<T> action, FindMode find = 69) Void StartLoading() virtual Boolean Load(GameResource resource) Load from the provided SceneFile. This will not load the scene for other clients in a multiplayer session, you should instead use SceneLoadOptions) if you want to bring other clients.
Boolean Load(SceneLoadOptions options) Load from the provided SceneLoadOptions. This will not load the scene for other clients in a multiplayer session, you should instead use SceneLoadOptions) if you want to bring other clients.
Boolean LoadFromFile(String filename) Load from the provided file name. This will not load the scene for other clients in a multiplayer session, you should instead use SceneLoadOptions) if you want to bring other clients.
virtual JsonObject Serialize(SerializeOptions options = null) virtual Void Deserialize(JsonObject node, DeserializeOptions option) JsonObject SerializeProperties() Boolean IsBBoxVisibleToConnection(Connection target, BBox box) Are these bounds visible to the specified Connection?
Boolean IsPointVisibleToConnection(Connection target, Vector3 position) Is a position visible to the specified Connection?
IEnumerable<T> GetAll() Get all objects of this type. This could be a component or a GameObjectSystem, or other stuff in the future.
Void GetAll(List<T> target) T Get() Gets the first object found of this type. This could be a component or a GameObjectSystem, or other stuff in the future.
IDisposable AddHook(Stage stage, Int32 order, Action action, String className, String description) Call this method on this stage. This returns a disposable that will remove the hook when disposed.
T GetSystem() Get a specific system by type.
Void GetSystem(T val) Get a specific system by type.
Void EditorTick(Single timeNow, Single timeDelta) Void EditorDraw() Void GameTick(Double timeDelta = 0.1) IEnumerable<GameObject> FindInPhysics(Sphere sphere) Find game objects in a sphere using physics.
IEnumerable<GameObject> FindInPhysics(BBox box) Find game objects in a box using physics.
IEnumerable<GameObject> FindInPhysics(Frustum frustum) Find game objects in a frustum using physics.