Properties
| Name | Type | Description | Script Name |
|---|---|---|---|
| Enabled | Bool | (Deprecated, please do not use) | Enable_Deprecated |
| Tags | String List | Tag List | Tags |
| Active Self | Bool | Read Only Is it available for itself |
ActiveSelf |
| Parent available or not | Bool | Read Only Available in all parents |
ActiveParent |
| Active in Hierarchy | Bool | Read Only Whether it is available in the Scene or not |
ActiveInHierarchy |
| Turn on logic refresh or not | Bool | Whether logic update is turned on, when it is turned off, the script on this entity stops updating every frame | Enable |
| Name | String | Entity name | Name |
| AOI Setting | Int | Read Only Region filtering options, 0 for automatic calculation of controlled or uncontrolled, 1 for uncontrolled always synchronized, 2 for controlled |
AOISetting |
Event
| Name | Description |
|---|---|
| On Awake | Triggered after the current entity is created |
| On Destroy | Triggered before the current entity is destroyed. |
| On Enable | Triggered after the current entity becomes available. |
| On Disable | Triggered after the current entity becomes unavailable. |
| On Update | Triggered when a logic frame is updated. The frequency of this event triggering will vary depending on the platform and settings. |
| On Fixed Update | Triggered when a fixed frame is updated, the frequency is fixed at 30 times per second |
| On Change Team | Triggers when the team of the current entity changes |
| On Custom Property Change | When a monitored custom property changes, this event will trigger. Note: if a custom property is modified multiple times within a single frame, this event is only triggered once. When the server modifies a custom property, the event is sent to both endpoints; when a client modifies a local entity’s custom property, the event is only delivered locally. |
| On Custom Player State Changed | This event will trigger when the state of the custom player changes |
API
| Name | Description |
|---|---|
| Bind Custom Player | Dynamically set the target that this player binds to that will override existing bindings. Returns false if failed. |
| Set Custom Player State | Automatically upload to the sever and sync with all clients. Returns false if failed. |
| Get Custom Player State | The state data is automatically synced to the server. Returns false if failed. |
| Create Wallet | Create a wallet for the target player. Ineffective if the player already has a wallet. |
| Join Faction[Obsolete] | The target entity joins the specified faction |
| Quit Faction[Obsolete] | The specified entity exits the current faction |
| Get Faction[Obsolete] | Get the target’s faction |
| Is AttackAble[Obsolete] | Determine whether the target can be attacked |
| Set Attackable Entity | Sets the entity’s attack target |
| Get Attack Able Entity | Gets the entity’s attackable targets |
| Set Active | Set the active state of the target entity and its children nodes; availability, visibility, collisions, etc. are turned off for inactive objects |
| Set Camera Follow | Set the position of the camera entity to always follow the target entity |
| Set Camera Focus | Set the camera entity to always face the target entity |
| Create Interpolation Motion[Obsolete] | Create Tween |
| Create Self Relative | Create relative self-motion, the target entity changes each time relative to its current attribute value |
| Create Frame Self Relative | Creates relative motion per frame. The target entity changes its own attributes once per frame, each time relative to its current attribute value. |
| Create Tween | Create interpolated motion, the specified attributes of the target entity will move smoothly according to the settings |
| Get Children | Get all child nodes of the target parent node entity |
| Get Child By Index | Get the specified child node of the target parent node entity according to the index |
| Get Child By Name | Get the specified child node of the target parent node entity by name |
| Get Parent | Get the parent node of the target child node entity |
| Clear All Children | Delete all child nodes under the specified parent node entity. The node must have a Transform component. |
| Create Trajectory | Creating a Trajectory motion will give the target entity an initial velocity and acceleration with direction |
| Create Follow | Creates a following motion where the target entity follows the specified object. |
| Create Look At | Creates a gaze following motion, where the target entity stays oriented towards the specified object |
| Create Mini Map Pixel | Create a static pixel on the map for the target object. The static pixel will not move with the target object. |
| Create Damage Num | Create damage tick |
| Get Skeleton Part By Name | Get the bone attachment point by name |
| Join Team | Making the target join the specified team, this will cause the target to leave the original team |
| Join New Team | Making the target join a new team,this will cause the target to leave the original team |
| Create Along Path Motion | Create an interpolated movement along a path to make the object move along the specified path |
| Paste Component | Copy or add component data |