GameObject.AddComponent(componentType) | Adds a component class of type componentType to the game object. |
GameObject.BroadcastMessage(methodName, parameter=nil) | Calls the method named methodName on every lua script in this game object or any of its children. |
GameObject.CompareTag(tag) | Is this game object tagged with tag ? |
GameObject.GetAllLuaScripts() | Returns an array of all Lua scripts that attached to the game object. |
GameObject.GetComponent(type) | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GameObject.GetComponentInChildren(type) | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GameObject.GetComponentInParent(type) | Retrieves the component of Type type in the GameObject or any of its parents. |
GameObject.GetComponents(type) | Returns all components of Type type in the GameObject. |
GameObject.GetComponentsInChildren(type) | Returns all components of Type type in the GameObject or any of its children. |
GameObject.GetComponentsInParent(type) | Returns all components of Type type in the GameObject or any of its parents. |
GameObject.GetPlayer() | Returns a MLPlayer object if this object or any of its ancestors is a ML Player. Null Otherwise. |
GameObject.IsPlayer() | Returns true if this object or any of the ancestors of this object is a ML player. |
GameObject.RequestOwnership() | Transfers the Network ownership of this object to current client (the client called this method). Network ownership allows a certain client to modify properties of a game object if that game object or any of its parent or grandparents are synchronized using MLSynchronizer. |
GameObject.SendMessage(methodName, value=nil) | Calls the method named methodName on every lua script in this game object. |
GameObject.SendMessageUpwards(methodName, value=nil) | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GameObject.SetActive(value) | Activates/Deactivates the GameObject, depending on the given true or false value. |
GameObject.TryGetComponent(type) | Gets the component of the specified type, if it exists. |