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SceneObject

The SceneObject class represents a live object in the scene graph. It exists and behaves within the running scene. SceneObjects can represent anything from static geometry (like an SgSphere or SgBox) to dynamic, interactive elements with physics, animations, or scripts attached.

Unlike Items, SceneObjects are not persistent assets; they exist only at runtime. Some may be created from Items, while others (like procedural primitives or dynamically generated objects) can exist entirely on their own.

The SceneObject class provides a unified interface to inspect, modify, and control scene elements — including their transforms, visibility, materials, and behavi

Creating and Finding SceneObjects

Scene objects can be retrieved using static methods such as SceneObject.findByName(), SceneObject.findById() or SceneObject.findByTag().

-- Find an object by name
local obj = SceneObject.findByName("Player")
if obj then
    print("Found Player:", obj:getName())
end

-- Clone an object at a new position
obj:clone(Vector3.new(5, 0, 2)):next(function(clone)
    clone:setActive(true)
end)

Modifying SceneObjects

SceneObjects expose various methods to modify their properties, such as position, scale, rotation, and other fields.

-- Move the object in the scene
obj:translate(1, 0, 0)  -- Move 1 unit along the X-axis

-- Rotate the object 90 degrees on the Y-axis
obj:rotate(0, 90, 0)

-- Set a any field by name
obj:setFieldValue("CastShadow", true)

Physics and Interaction

If the object is part of the physics engine, you can apply forces, impulses, and velocities.

-- Apply an impulse to push an object upwards
obj:applyImpulse(Vector3.new(0, 5, 0), Vector3.new(0, 0, 0))

-- Set linear velocity
obj:setLinearVelocity(Vector3.new(2, 0, 0))  -- Moves the object to the right

Hierarchy and Parenting

SceneObjects can have a parent-child relationship, allowing structured organization.

-- Get the parent of an object
local parent = obj:getParent()
if parent then
    print("Parent object:", parent:getName())
end

-- Get child objects
local children = obj:getChildren()
for _, child in ipairs(children) do
    print("Child object:", child:getName())
end

Tags and Layers

SceneObjects support tagging and layering to organize and filter them.

-- Add a tag to an object
obj:addTag("Enemy")

-- Check if an object has a tag
if obj:hasTag("Enemy") then
    print("This object is an enemy!")
end

-- Assign the object to specific layers
obj:setLayers({1, 3})

Snapshots and State Management

SceneObjects support snapshotting, allowing state restoration.

-- Take a snapshot
local snapshot = obj:takeSnapshot(true)

-- Restore to the previous snapshot state
obj:rollbackSnapshot(snapshot)

Usage

To use this class, add the following require at the top of your script:

local SceneObject = require 'engine/sceneobject'

Reference

findAllByName

static findAllByName(self, name, root)

Finds all objects with the given name.

The search can be restricted to a specific hierarchy by passing a root node. If no root is provided, the search covers the entire scene.

This function supports both static and instance usage:

Static call SceneObject.findAllByName(name root?) - Searches the entire scene unless a root node is provided.

Instance call obj:findAllByName(name, root?) - Uses obj as the root of the search unless an explicit root argument is passed. - Ideal when searching only within a specific hierarchy.

Parameters

  • self
  • name (string): Name of the objects in the scenegraph.
  • root ((optional)): SceneObject The root node to restrict the search to.

Returns

  • table: table containing all found objects, or an empty table if none are found.

Example

-- Global search
local objects = SceneObject.findAllByName("Enemy")
for _, obj in ipairs(objects) do
    print("Found object with type:", obj:getType())
end

-- Scoped search under a specific parent node
local level = SceneObject.findByName("Level1")
local objects = SceneObject.findAllByName("Enemy", level)
for _, obj in ipairs(objects) do
    print("Found object under parent with type:", obj:getType())
end

-- Instance call: search within a specific object's hierarchy
local level = SceneObject.findByName("Level1")
local enemies = level:findAllByName("Enemy")
for _, obj in ipairs(enemies) do
    print("Found enemy under level:", obj:getName())
end

findByName

static findByName(self, name, root)

Finds the first occurrence of an object with the given name.

The search can be restricted to a specific hierarchy by passing a root node. If no root is provided, the search covers the entire scene.

This function supports both static and instance usage:

Static call SceneObject.findByName(name root) - Searches the entire scene unless a root node is provided.

Instance call obj:findByName(name root) - Uses obj as the root of the search unless an explicit root argument is passed. - Ideal when searching only within a specific hierarchy.

Parameters

  • self
  • name (string): Name of the object in the scenegraph.
  • root ((optional)): SceneObject The root node to restrict the search to.

Returns

  • Object|nil: first object found with the given name, or nil if not found.

Example

-- Global search
local obj = SceneObject.findByName("Player")
if obj then
    print("Found object:", obj:getName())
end

-- Scoped search under a specific parent node
local obj = SceneObject.findByName("Player", parentNode)
if obj then
    print("Found object under parent:", obj:getName())
end

-- Instance call: search within a specific object's hierarchy
local player = SceneObject.findByName("Player")
local weapon = player:findByName("Weapon")
if weapon then
    print("Found weapon under player:", weapon:getName())
end

findById

static findById(self, id)

Find an object by its unique ID and return it.

Parameters

  • self
  • id (string): The unique ID of the object.

Returns

  • Object: found object or nil if not found.

Example

local obj = SceneObject.findById("2135a78324fe")
if obj then
    print("Found object: ", obj:getName())
end

findByTag

static findByTag(self, tag, root)

Finds all objects that have the specified tag.

The search can be limited to a specific hierarchy by passing a root node. If no root is provided, the search scans the entire scene.

This function supports both static and instance usage:

Static call SceneObject.findByTag(tag, root) - Searches the entire scene unless a root node is provided.

Instance call obj:findByTag(tag, root) - Uses obj as the root of the search unless an explicit root argument is passed. - Ideal when searching only within a specific hierarchy.

Parameters

  • self
  • tag (string): The tag to look for.
  • root ((optional)): SceneObject The root node to restrict the search to.

Returns

  • table: table of objects that have the given tag. May be empty if no matches are found.

Example

-- Global search
local enemies = SceneObject.findByTag("Enemy")
for _, enemy in ipairs(enemies) do
    print("Found enemy:", enemy:getName())
end

-- Scoped search under a specific parent node
local tagged = SceneObject.findByTag("Interactable", parentNode)
for _, obj in ipairs(tagged) do
    print("Found interactable under parent:", obj:getName())
end

-- Instance call: search within a specific object's hierarchy
local level = SceneObject.findByName("Level1")
local enemies = level:findByTag("Enemy")
for _, enemy in ipairs(enemies) do
    print("Found enemy under level:", enemy:getName())
end

create

static create(self, objectType, options, parent)

Create a new object in the scenegraph. This is a generic function, for specialized versions, see the respective Sg\<name> classes like SgBox.

Parameters

  • self
  • objectType (string): Type of object (e.g., SceneObject.Type.Sphere).
  • options (table): The options to use. Common options are listed below. Additional type-specific options are documented in the specialized functions (e.g., SgBox.create, SgSphere.create).
  • parent (Object): the parent object to add the new one to or nil to put it at root level

Returns

  • Promise: promise resolving to a SceneObject

Example

-- Options can be omitted. This example shows the defaults,
-- only specify the ones you want different.
SceneObject.create(SceneObject.Type.Sphere, {
    active = true,
    static = false,
    name = "",
    transform = Transform.new(),
    layers = {0},
    tags = {},
    receiveShadow = false,
    castShadow = false,
    -- Type-specific options (e.g., for Sphere):
    radius = 1,
    widthSegments = 8,
    heightSegments = 6
}, nil):next(function(obj)
    obj:setActive(true)
end)

getId

getId()

Get the ID of the scene object.

Returns

  • string: unique ID of the object.

Example

local obj = SceneObject.findByName("Cube")
print("Object ID:", obj:getId())

getName

getName()

Get the name of the scene object.

Returns

  • string: user-defined name of the object.

Example

local obj = SceneObject.findByName("Cube")
print("Object name:", obj:getName())

getDisplayName

getDisplayName()

Return the display name of the scene object. In case the object has no user-given name, a name will be generated in the format "type \<id>"

Returns

  • string

Example

local obj = SceneObject.findByName("Enemy")
print("Display name:", obj:getDisplayName())

getType

getType()

Return the type of the object

Returns

  • string

Example

local obj = SceneObject.findByName("Wall")
print("Object type:", obj:getType())

set

set(name, value)

Set a field of the scene object to a new value.

Parameters

  • name (string): The name of the field.
  • value (any): The new value to set.

Example

local obj = SceneObject.findByName("Light")
obj:set("Brightness", "High")

get

get(name)

Get a field value from the scene object.

Parameters

  • name (string): The name of the field.

Returns

  • string: value of the field.

Example

local obj = SceneObject.findByName("Lamp")
local intensity = obj:get("Intensity")
print("Intensity: " .. intensity)

setFieldValue

setFieldValue(name, value)

Set a field of the scene object to a new value.

Parameters

  • name (string): The name of the field.
  • value (any): The new value to set.

Example

local obj = SceneObject.findByName("Light")
obj:setFieldValue("Brightness", "High")

getFieldValue

getFieldValue(name)

Get a field value from the scene object.

Parameters

  • name (string): The name of the field.

Returns

  • string: value of the field.

Example

local obj = SceneObject.findByName("Lamp")
local intensity = obj:getFieldValue("Intensity")
print("Intensity: " .. intensity)

animateFieldValue

animateFieldValue(name, value, duration, ease)

Animate a field from its current value to a new value.

Parameters

  • name (string): The name of the field
  • value (any): The new value to animate to.
  • duration (number): The duration in milliseconds for the animation to take
  • ease (string): The type of easing to use. Possible values: 'linear', 'easeInOutQuad'

Returns

  • number: id. Can be used to cancel animation using cancelAnimation(id)

cancelAnimation

cancelAnimation(id)

Cancel a running animation

Parameters

  • id

setFieldColorValue

setFieldColorValue(name, value)

Set a field of the scene object to a new color value.

Parameters

  • name (string): The name of the field.
  • value (Color): The new color value.

Example

local obj = SceneObject.findByName("Cube")
obj:setFieldColorValue("Color", Color.new(1, 0, 0, 1)) -- Sets the object to red.

setFieldNumberValue

setFieldNumberValue(name, value)

Set a field of the scene object to a new number value.

Parameters

  • name (string): The name of the field.
  • value (number): The new number value.

setFieldEnumValue

setFieldEnumValue(name, value)

Set a field of the scene object to a new enum value

Parameters

  • name (string)
  • value (number)

setFieldBooleanValue

setFieldBooleanValue(name, value)

Set a field of the scene object to a new boolean value.

Parameters

  • name (string): The name of the field.
  • value (boolean): The new boolean value.

Example

local obj = SceneObject.findByName("Door")
obj:setFieldBooleanValue("PhysicsEnabled", true)

getLayers

getLayers()

Get the layers of the scene object

Returns

  • table: table containing layer indices

setLayers

setLayers(layers)

Set the layers of the scene object. Layers control rendering visibility and interaction with other objects.

Parameters

  • layers (table): A table containing layer indices.

Example

local obj = SceneObject.findByName("Character")
obj:setLayers({1, 3, 5}) -- Assigns the object to layers 1, 3, and 5.

getFieldColorValue

getFieldColorValue(name)

Get the value of a scene object's field as color value.

Parameters

  • name

Returns

  • Color: of the field

Example

local obj = SceneObject.findByName("Lamp")
local color = obj:getFieldColorValue("Color")
print("Color: " .. color)

getFieldNumberValue

getFieldNumberValue(name)

Get the value of a scene object's field as number value.

Parameters

  • name

Returns

  • number: of the field

getFieldBooleanValue

getFieldBooleanValue(name)

Get the value of a scene object's field as boolean value.

Parameters

  • name

Returns

  • boolean: of the field

getFieldEnumValue

getFieldEnumValue(name)

Get the value of a scene object's field as string value.

Parameters

  • name

Returns

  • string: of the field

getFieldEnumOptions

getFieldEnumOptions(name)

Get the value of a scene object's field as string value

Parameters

  • name

Returns

  • string: of the field

getLinkItem

getLinkItem(name)

Get a link of the scene object to a new value

Parameters

  • name (string): name of the link field

Returns

  • number: of the linked item or nil if not set

setLinkItem

setLinkItem(name, item)

Set a link from the scene object

Parameters

  • name (string): name of the link field
  • item (string): value can be either an item ID or an Item object

setPosition

setPosition(x, y, z)

Set the position of the scene object. Sets the object's local position to the given coordinates.

Parameters

  • x (number): Position along the X-axis.
  • y (number): Position along the Y-axis.
  • z (number): Position along the Z-axis.

Example

local obj = SceneObject.findByName("Player")
if obj then
    obj:setPosition(0, 5, 0) -- Places the object at (0, 5, 0)
end

translate

translate(x, y, z)

Translate (move) the scene object by an offset. Adds the given offset to the object's current local position.

Parameters

  • x (number): Offset along the X-axis.
  • y (number): Offset along the Y-axis.
  • z (number): Offset along the Z-axis.

Example

local obj = SceneObject.findByName("Player")
if obj then
    obj:translate(0, 1, 0) -- Moves the object up by 1 unit from its current position
end

rotate

rotate(x, y, z)

Rotate the scene object. Rotation is applied in degrees and follows Euler angles (XYZ order).

Parameters

  • x (number): Rotation around the X-axis in degrees.
  • y (number): Rotation around the Y-axis in degrees.
  • z (number): Rotation around the Z-axis in degrees.

Example

local obj = SceneObject.findByName("Cube")
if obj then
    obj:rotate(45, 0, 0) -- Rotates 45 degrees around the X-axis
end

scale

scale(x, y, z)

Scale the scene object.

Parameters

  • x (number): Scale factor along the X-axis.
  • y (number): Scale factor along the Y-axis.
  • z (number): Scale factor along the Z-axis.

Example

local obj = SceneObject.findByName("Tree")
if obj then
    obj:scale(2, 2, 2) -- Doubles the size of the object
end

getTransform

getTransform(cacheLocal)

Get the local transform of a scene object. The transform contains position, rotation, and scale relative to the object's parent.

Parameters

  • cacheLocal (boolean): if set to true, the transform will be cached locally for the future for performance reasons. This should only be used if no other script changes the transform

Returns

  • Transform: object's local transform.

Example

local obj = SceneObject.findByName("Character")
local transform = obj:getTransform()
print("Local position:", transform.position)

withTransform

withTransform(func, cacheLocal)

Apply a function to modify the object's transform, then update it. This allows making changes to the transform while ensuring they are properly applied back.

Parameters

  • func (function): A function that takes a Transform object as its only argument.
  • cacheLocal (boolean): if set to true, the transform will be cached locally for the future for performance reasons. This should only be used if no other script changes the transform

Example

local obj = SceneObject.findByName("Cube")
obj:withTransform(function(transform)
    transform.position.x = transform.position.x + 1  -- Move object 1 unit to the right
end)

getWorldTransform

getWorldTransform()

Get the world transform of a scene object. The world transform includes absolute position, rotation, and scale in the scene.

Returns

  • Transform: object's world transform.

Example

local obj = SceneObject.findByName("Light")
local worldTransform = obj:getWorldTransform()
print("World position:", worldTransform.position)

getForward

getForward()

Get the forward direction vector in world space. Returns the local -Z axis transformed by the object's rotation.

Returns

  • Vector3: forward direction in world space.

getRight

getRight()

Get the right direction vector in world space. Returns the local +X axis transformed by the object's rotation.

Returns

  • Vector3: right direction in world space.

getUp

getUp()

Get the up direction vector in world space. Returns the local +Y axis transformed by the object's rotation.

Returns

  • Vector3: up direction in world space.

setTransform

setTransform(transform)

Set the local transform of a scene object. Updates the object's position, rotation, and scale relative to its parent.

Parameters

  • transform (Transform): The new local transform to apply.

Example

local obj = SceneObject.findByName("Door")
local newTransform = Transform.new()
newTransform.position = Vector3.new(0, 2, 0)  -- Move the object up 2 units
obj:setTransform(newTransform)

setPhysicsPosition

setPhysicsPosition(position)

Set the physics position of the scene object.

This directly updates the position of the object inside the physics engine. The position is expressed in world coordinates. Only works for objects added to the physics engine

Parameters

  • position (Vector3): New world position of the object.

Example

local obj = SceneObject.findByName("Box")
obj:setPhysicsPosition(Vector3.new(0, 5, 0))

setPhysicsRotation

setPhysicsRotation(rotation)

Parameters

  • rotation

getLinearVelocity

getLinearVelocity()

Get the linear velocity of the scene object. This function returns the object's velocity in world coordinates. Only works for objects added to the physics engine with watchLinearVelocity enabled.

Returns

  • Vector3: linear velocity of the object.

Example

local obj = SceneObject.findByName("Ball")
local velocity = obj:getLinearVelocity()
print("Velocity:", velocity)

setLinearVelocity

setLinearVelocity(velocity)

Set the linear velocity of the scene object. This function assigns a new velocity to the object, but only works if the object is in the physics engine.

Parameters

  • velocity (Vector3): The new linear velocity to apply.

Example

local obj = SceneObject.findByName("Car")
obj:setLinearVelocity(Vector3.new(10, 0, 0)) -- Move object at speed 10 in the X direction.

getAngularVelocity

getAngularVelocity()

Get the angular velocity of the scene object. Only works for objects added to the physics engine with watchAngularVelocity enabled.

Returns

  • Vector3: angular velocity of the object.

Example

local obj = SceneObject.findByName("Wheel")
local angVel = obj:getAngularVelocity()
print("Angular velocity:", angVel)

setAngularVelocity

setAngularVelocity(velocity)

Set the angular velocity of the scene object.

Parameters

  • velocity (Vector3): The new angular velocity to apply.

Example

local obj = SceneObject.findByName("Propeller")
obj:setAngularVelocity(Vector3.new(0, 10, 0)) -- Rotate around Y-axis.

applyImpulse

applyImpulse(impulse, relPos)

Apply an impulse to the scene object.

An impulse is a sudden force applied to an object that immediately changes its velocity. This is different from a continuous force, which is applied over time.

This function only works on objects that are physics-enabled.

Parameters

  • impulse (Vector3): The force impulse to apply.
  • relPos (Vector3): The relative position where the impulse is applied. Default is (0, 0, 0)

applyPushImpulse

applyPushImpulse(impulse, relPos)

Apply an impulse to the scene object that respects constraints.

Only works on physics-enabled objects.

Parameters

  • impulse (Vector3): The force impulse to apply.
  • relPos (Vector3): The relative position where the impulse is applied. Default is (0, 0, 0)

applyCentralImpulse

applyCentralImpulse(impulse)

Apply an impulse to the center of the object.

Applies a sudden velocity change at the object's center. Only works on physics-enabled objects.

Parameters

  • impulse (Vector3): The force impulse to apply.

Example

local obj = SceneObject.findByName("Box")
obj:applyCentralImpulse(Vector3.new(0, 5, 0)) -- Apply upward impulse.

applyCentralPushImpulse

applyCentralPushImpulse(impulse)

Apply a central impulse that respects constraints.

Only works on physics-enabled objects and respects any joint or constraint applied.

Parameters

  • impulse (Vector3): The force impulse to apply.

Example

local obj = SceneObject.findByName("Box")
obj:applyCentralPushImpulse(Vector3.new(0, 5, 0)) -- Apply upward impulse.

applyForce

applyForce(force, relPos)

Apply a force to the scene object.

Unlike impulses, forces are applied over time, influencing the object's acceleration. Only works on physics-enabled objects.

Parameters

  • force (Vector3): The force vector to apply.
  • relPos (Vector3): The relative position where the force is applied. Default is (0, 0, 0)

clearForces

clearForces()

Clear any forces on a scene object. Only works on physics-enabled objects.

Example

local obj = SceneObject.findByName("Ball")
obj:clearForces()

delete

delete()

Delete the scene object from the scene.

Example

local obj = scene:findByName("TemporaryObject")
if obj then
    obj:delete()
end

clone

clone(x, y, z, parent)

Clone a scene object to a new position and return it.

The position can be provided as: 1. Separate x, y, z coordinates. 2. A Vector3 containing the position.

If no position is provided, the clone will appear in the same location as the original.

Parameters

  • x (number): | Vector3 The X-coordinate of the new position, or a Vector3 containing x, y, z. If a Vector3 is passed, y and z should be omitted.
  • y (number): (optional) The Y-coordinate of the new position. Omit this if passing a Vector3.
  • z (number): (optional) The Z-coordinate of the new position. Omit this if passing a Vector3.
  • parent (SceneObject): (optional) The parent object to attach the new object to.

Example

local obj = scene:findByName("Tree")
obj:clone(5, 0, 2):next(function(clone)
    clone:setActive(true)  -- Activate the cloned object
end)

local pos = Vector3.new(3, 1, 0)
obj:clone(pos):next(function(clone)
    clone:setFieldValue("Name", "ClonedTree")  -- Rename the cloned object
end)

local parentObj = scene:findByName("Group")
obj:clone(pos, parentObj):next(function(clone)
    clone:setFieldValue("Name", "AnotherClonedTree")  -- Rename the cloned object
end)

createFromThis

createFromThis(options, parent)

Create a new object of same type from this one. If no options are specified this will be basically a clone. If an options table is passed, this will specify all fields with their values that should be changed. At the very least, this should contain a new Transform, otherwise the new object will be at the exact location of the old one.

Parameters

  • options (table): the table of fields to set on the new object
  • parent (SceneObject): (optional) The parent object to attach the new object to.

Example

local obj = SceneObject.findByName("Tree")
local parentObj = SceneObject.findByName("Group")
local clone = await(obj:createFromThis({
    transform = Transform.new(Vector3.new(4, 6, 8)),
    active = true,
    name = "Cloned tree"
}, parentObj)

moveToParent

moveToParent(parent)

Move the scene object to a different parent. This parent can not be a child of the scene object

Parameters

  • parent (SceneObject): (optional) The parent object to attach the new object to. if nil, the object will be moved to the scenegraph root

setActive

setActive(value)

Set the active state of the scene object.

Parameters

  • value (boolean): True to activate, false to deactivate.

getActive

getActive()

Get the active state of the scene object.

Returns

  • boolean: if the object is active, false otherwise.

hasTag

hasTag(tagName)

Check if the object has a specific tag.

Parameters

  • tagName (string): The tag name to check.

Returns

  • boolean: if the object has the tag, false otherwise.

getTags

getTags()

Get a list of all tags assigned to the object.

Returns

  • table: array of tag names.

setTags

setTags(tags)

Assign a set of tags to the object.

Parameters

  • tags (table): An array of tag names.

addTag

addTag(tag)

Add a tag to the object.

Parameters

  • tag (string): The tag to add.

clearTags

clearTags()

Remove all tags from the object.

takeSnapshot

takeSnapshot(recursive)

Take a snapshot of the object and its children, if specified. This allows restoring the object to a previous state.

Parameters

  • recursive (boolean): Whether to include child objects in the snapshot.

Returns

  • number: snapshot handle.

rollbackSnapshot

rollbackSnapshot(snapshot)

Restore a snapshot, reverting any changes made after the snapshot was taken.

Parameters

  • snapshot (number): The snapshot handle to restore.

isEnabled

isEnabled()

Check if the object is enabled.

Returns

  • boolean: if the object is enabled, false otherwise.

enable

enable()

Enable the object.

disable

disable()

Disable the object.

getMaterial

getMaterial()

Get the material assigned to the object.

Returns

  • Material: material, or nil if none is assigned.

setMaterial

setMaterial(mat)

Set the object's material.

Parameters

  • mat (Material): The material to set or nil to clear the material

getEntities

getEntities()

Get all behaviours attached to this object.

Returns

  • table: list of Behaviour objects.

getBehaviours

getBehaviours()

Get all behaviours attached to this object.

Returns

  • table: list of Behaviour objects.

getBehaviourByScriptName

getBehaviourByScriptName(name)

Get a behaviour attached to this object by its script name.

Parameters

  • name (string): The script name.

Returns

  • Behaviour: corresponding behaviour, or nil if not found.

getEntityByScriptName

getEntityByScriptName(name)

Get a behaviour attached to this object by its script name.

Parameters

  • name (string): The script name.

Returns

  • Behaviour: corresponding behaviour, or nil if not found.

behaviour

behaviour(name)

Get a behaviour attached to this object by its script name.

Parameters

  • name (string): The script name.

Returns

  • Behaviour: corresponding behaviour, or nil if not found.

entity

entity(name)

Get a behaviour attached to this object by its script name.

Parameters

  • name (string): The script name.

Returns

  • Behaviour: corresponding behaviour, or nil if not found.

getParent

getParent()

Get the parent of the object.

Returns

  • SceneObject: parent object, or nil if none exists.

getChildren

getChildren()

Get the children of the object.

Returns

  • table: table of child objects.

setAutoRecreate

setAutoRecreate(value)

Enable or disable automatic recreation of the scene object between play and stop.

When value is true, the object will be automatically recreated every time the scene starts or stops. This is useful for objects that need to reset physics, state, or procedural components at each run.

Parameters

  • value (boolean): Enable (true) or disable (false) automatic recreation.

recreate

recreate()

Immediately recreate the scene object.

This forces the object to reset its state, physics, and components as if it was newly instantiated in the scene.

getBounds

getBounds()

Return the bounds of the scene object

Returns

  • Bounds: bounds of the object

Enum: Type

Enumeration of the available types to use with SceneObject.create()

Field Name Description