Properties
Name | Type | Description | Script Name |
---|---|---|---|
Enabled | Bool | \ | Enable_Deprecated |
Tags | String List | The list of tags | Tags |
Active Self | Bool | Read Only Whether it can be active on self. To use in the scenery, you must use “Active in scenery or not”. This is read only and configured using an API. |
ActiveSelf |
Parent available or not | Bool | Read Only Whether all parents are active. This is read only and not visible to players. |
ActiveParent |
Active in Hierarchy | Bool | Read Only Whether it can be used in the scenery. This is read only and depends on “Parent available or not” and “Activity status”. |
ActiveInHierarchy |
Turn on logic refresh or not | Bool | Whether to turn on logic update. When off, the blocks on this entity will stop updating every frame. | Enable |
Name | String | The object name customized by the player | Name |
AOI Setting | Int | Read Only If 0, automatically calculate whether the object will be filtered; if 1, always not filtered and always be synced; if 2, always filtered |
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 |
API
Name | Description |
---|---|
Create Wallet | Create a wallet for the target player. Ineffective if the player already has a wallet. |
Join Faction | The target entity joins the specified faction |
Quit Faction | The specified entity exits the current faction |
Get Faction | Get the target’s faction |
Is AttackAble | 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 |