Object
Client
Server
The object visible in the hierarchy. Every object has a transform and can have additional components attached to it.
Methods
Vec3 LocalToWorld(Vec3 point)
Vec3 WorldToLocal(Vec3 point)
Vec3 LocalToWorldVec(Vec3 vec)
Vec3 WorldToLocalVec(Vec3 vec)
nil LookAt(Vec3 pos)
nil LookAt(Vec3 pos, Vec3 up)
Object? GetChild(string name)
Get child object by name
Script AddScript(string fileName, boolean sync)
MeshData AddMeshData()
VoxelData? AddVoxelData(string fileName)
StaticVoxelData? AddStaticVoxelData(string fileName)
VoxelRenderer AddVoxelRenderer()
Camera AddCamera()
Sky AddSkybox()
boolean RemoveParent()
boolean RemoveComponent(Component component)
boolean RemoveComponent(string componentType)
Component? GetComponentByType(string typeName)
Find a component by type name. Returns the first component found
Component[] GetComponentsByType(string typeName)
Find all components by type name
Component? GetComponent(string typeName)
Component[] GetComponents(string typeName)
Component AddComponent(string componentType)
boolean IsPrefab()
boolean IsPrefab(string name)
Object[] WithChildren()
Object[] WithChildren(boolean includeInactive)
get the object and all its children, descendants, does not returns destroyed objects
ScriptInstance FindScript(string name)
Find attached script component lua table by name
boolean HasScript(string name)
number GetTotalVolume(string stopIfChildObjHasScript)
Volume of all the VoxelData components in the object and all its children
string GetNetworkFlow()
string GetScriptUpdateTime()
integer GetRefCount()
Properties
Vec3 Pos
number PosX
number PosY
number PosZ
Quat Rot
Vec3 EulerRot
number Scale
Vec3 LocalPos
Quat LocalRot
Vec3 LocalEulerRot
number LocalScale
Vec3 Right
Vec3 Up
Vec3 Forward
string Name
boolean Active
boolean ActiveInHierarchy
boolean Save
Transform Transform
boolean IsDestroyed
string Id
Object? Parent
Object[] Children
integer SiblingIndex
boolean IsPrefabObject
Component[] Components
VoxelData? VoxelData
VoxelRenderer? VoxelRenderer
RigidBody? RigidBody
string name
boolean active
Set the object to be active or inactive. Inactive objects are not updated or rendered. All its children also become inactive.
boolean activeInHierarchy
Readonly. Check if the object is active in the scene. It may be inactive because a parent is inactive.
boolean save
Save this object in the hierarchy. If not saved it will be deleted after lua reset or server restart
Transform transform
Get the transform to modify the position, rotation and scale of the object
boolean isDestroyed
True if the object was destroyed. Note that references to this object will still be valid
string id
This is id is unique across clients and server