Revision Difference
GameObjects#560524
<cat>Code.Game</cat>
<title>GameObjects</title>
# GameObjects
GameObjects are the fundamental building blocks of a scene. A GameObject can have [Components](tbd) which can provide a wide variety of functionality.
GameObjects are the fundamental building blocks of a scene. A GameObject can have [Components](https://wiki.facepunch.com/sbox/Components) which can provide a wide variety of functionality.
## Transform
You can manipulate a GameObject through code, including its [Transform](https://asset.party/api/Transform/). A GameObject's Transform is held relative to its parent.
```cs
// Set world position
GameObject.Transform.Position = new Vector3( 100, 100, 100 );
// Set position relative to parent
GameObject.Transform.LocalPosition = new Vector3( 100, 100, 100 );
// Set world transform
GameObject.Transform.World = new Transform( Vector3.Zero, new Angles( 90, 90, 180 ), 2.0f )
```
## Tags
GameObjects have tags, which can be used a variety of ways. Some common usages include only returning GameObjects from a trace that include or omit certain tags, or determining what objects you want a specific camera to render.
```cs
GameObject.Tags.Add( "player" );
// Only trace against GameObjects that include the player tag
var tr = Scene.Trace.Ray( myRay, 64f ).WithTag( "player" ).Run();
```
You can add/remove tags in the Editor at the top of the Inspector for that GameObject.
To add a new tag, click the tag+ icon and then pick an existing one or type the name of a new tag and hit Enter.
<upload src="3b92d/8dc2c1e05b056c5.png" size="21865" name="image.png" />
## Directory
If you want to find a GameObject in your scene by name or Guid, you can use `Scene.Directory`. You can also query `Scene.GetAllObjects( bool enabled )`. These are expensive, so you shouldn't do it all the time (such as in OnUpdate).
```cs
var go1 = Scene.Directory.FindByName( "my_go" );
var go2 = Scene.Directory.FindByGuid( "9bb977ad-5e74-4915-9ef7-c0249ec396d2" );
var go3 = Scene.GetAllObjects( true ).Where( go => go.Tags.Has( "player" ) );
```
## As a Property
Sometimes, a Component may need a reference to a particular GameObject in your scene. You can set it as a property, and then reference it without having to iterate through all GameObjects in the scene to find it.
```cs
public sealed class MyComponent : Component
{
[Property] public GameObject Body { get; set; }
protected override void OnStart()
{
var bodyClone = Body.Clone();
bodyClone.Transform.Position = new Vector3( 100f, 100f, 100f );
}
}
```