Called when another object is snapped to a snap point on this object. This event is triggered for the object with the target snap point, see GameObject.onSnapped for an event on the object that snaps.
Add a drawn line to the object. Lines are geometry and can increase the size of the object returned by getSize and getExtent. Returns whether the line was added successfully. It can't be added if no table exists, if the DrawingLine is invalid, or if there are already too many lines drawn on the table and the new line would go beyond the limit.
Attach a new UI element object to this object.
The UI element to attach
The UI element to attach
Destroy the object
Return an array with all snap points of the object
Return the object's bounciness value
Return the object's density value
Return the object's description
Return all drawing lines on the object.
Get the object extent: half-size of an axis-aligned bounding box encompassing the object. Adding this vector to the position returned by getExtentCenter gives a corner of the bounding box.
If true, return the extent of an axis-aligned bounding box around the object at its current rotation. If false, return for the default rotation.
Determines whether visible geometry is included in the extent. If false, only colliders are used when determining the extent.
Get the center of the object extent: an axis-aligned bounding box encompassing the object. This will often be the same position as returned by getPosition, but will differ for objects with their physical center not at their volume center.
If true, return the extent of an axis-aligned bounding box around the object at its current rotation. If false, return for the default rotation.
Return the object's friction value
Return the object's unique id
Return the object's metallic value.
Return the object's user visible name
Return the id of the package that the object's template belongs to
Return the name of the package that the object's template belongs to
Return the object's position
Return the object's primary color
Return the object's rotation
Return the object's roughness value. Lower roughness makes the object more shiny.
Return data that was stored using setSavedData or loaded from a saved state.
Return the object's scale
Return the filename of the object's script. Returns an empty string if no script is set for the object.
Return the package id of the object's script. Returns an empty string if no script is set for the object.
Return the object's secondary color
Return a snap point of the object
Index of the snap point
Return surface type. Only affects sound effects when colliding with other objects.
Return the current list of tags for the object.
Return the object's template id
Return the metadata of the object's template (set in the editor). Can contain JSON encoded information.
Return the name of the object's template
Return whether the object is valid. An object becomes invalid after it has been destroyed
Remove the drawn line at the given index from the object
Remove a drawn line from the object.
Remove attached UI element at the given index.
The index of the UI element to remove
Remove an attached UI element. Does not have any effect if the passed UI element is not attached to the object.
Set the object's bounciness value
The new bounciness value, from 0 to 1
Set the object's density value
The new density value
Set the object's description
The new object description. Maximum length is 2000 characters. You can use the same BBCode tags as in the in-game notes or the RichText widget.
Set the object's friction value
The new friction value, from 0 to 1
Set the object's unique id. Returns whether the id was changed successfully. Fails if the id is already used by another object.
Set the object's metallic value
The new metallic value, from 0 to 1
Set the object's user visible name
The new name
Set the object's position. Optionally show an animation of the object flying toward the new location. The animation is only visual, the physical location of the object is changed instantly. Does not have an effect if a player is currently holding the object.
The new position
If larger than 0, show animation. A value of 1 gives a reasonable, quick animation. Value range clamped to [0.1, 5.0]. Default: 0
Set the object's primary color
The new primary color
Set the object's rotation. Optionally show an animation of the object rotating toward the new orientation. The animation is only visual, the physical rotation of the object is changed instantly. Does not have an effect if a player is currently holding the object.
The new rotation
If larger than 0, show animation. A value of 1 gives a reasonable, quick animation. Value range clamped to [0.1, 5.0]. Default: 0
Set the object's roughness value. Lower roughness makes the object more shiny.
The new roughness value, from 0 to 1
Set the data that will be stored in save game states. The data is available using getSavedData when the object
script is run after loading a save state. Try to keep this data small and don't change it frequently, it needs to
be sent over the network to all clients. A similar method exists for global saved data: GameWorld.setSavedData.
If you want to use custom data that is not a string, you can encode it to JSON using JSON.stringify()
, and then
decode what you get from getSavedData using JSON.parse()
.
Data to store, maximum length 1023 characters
Set the object's scale instantly
The new scale
Set the object's script. The script will be executed immediately.
The filename of the script. Pass an empty string to remove the current script.
The id of the package that contains the script file (in the Scripts folder). Can usually be empty when used from scripts to use the same package that contains the script file, but you need to explicitly pass refPackageId for the current package or a package id when you use it in a callback. You can find package ids in the manifest.json file in package folders. Usually you won't use this parameter, unless you have a specific reason to set a script from a different package than where the calling script is located.
Set the object's secondary color
The new secondary color
Set surface type. Only affects sound effects when colliding with other objects.
Set the list of tags for the object.
Replace an attached UI element. Will not do anything if called with an index that doesn't have a UI element.
Return a Json string representing the object. Can be used to spawn copies.
Update an attached UI element. Will not do anything if called with a UI element that is not attached to
the object. You need to call this method after modifying values in a UIElement
. Does not work if
you change the UIElement.widget property, you have to use setUI in this case.
Used when executing an object script to determine why it was executed. Possible return values:
"Create" - The object was newly created, for example from the object library or through copy and paste
"ScriptReload" - The script was reloaded, for example because it was set on the object for the first time, or because the scripting environment was reset
"StateLoad" - A game state that contained the object was loaded
An object in the game. This class only contains methods and attributes that all objects share, whether they are interactive and physically simulated or not. For most purposes, the derived class GameObject is used. Static objects are used when interacting with tables from scripts.