Sometimes you know what you’re looking for, but you don’t know where it is.
Debugging
Name | Code |
---|
Logging to console | Log.Info( $"Hello {username}" );
|
Drawing to screen | DebugOverlay.ScreenText( new Vector2( 50, 50 ), "Hello" );
|
Asserting | Assert.NotNull( obj, "Object was null!" )
|
Transforms
Name | Code |
---|
Get GameObject Position | var p = go.WorldPosition;
|
Set GameObject Position | go.WorldPosition = new Vector3( 10, 0, 0 );
|
Get Local Position | var p = go.LocalPosition;
|
GameObjects
Name | Code |
---|
Find by name | Scene.Directory.FindByName( "Cube" ).First();
|
Find by Guid | Scene.Directory.FindByGuid( guid );
|
Creating | var go = new GameObject();
|
Deleting | go.Destroy()
|
Disabling | go.Enabled = false;
|
Duplicating | var newGo = go.Clone();
|
Adding a Tag | go.Tags.Add( "player" );
|
Iterate Children | foreach( var child in go.Children )
|
Deleted Check | if ( go.IsValid() )
|
Components
Name | Code |
---|
Add component | var c = go.AddComponent<ModelRenderer>();
|
Remove component | c.Destroy()
|
Disabling | c.Enabled = false;
|
Get GameObject | var go = c.GameObject;
|
Get Component | var c = go.GetComponent<ModelRenderer>();
|
Get or Add | var c = go.GetOrAddComponent<ModelRenderer>();
|
Iterate | foreach ( var c in go.Components.GetAll() )
|
Deleted check | if ( c.IsValid() )
|
Get all active | foreach ( var c in Scene.GetAll<CameraComponent>() )
|