the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
The maximum number of objects that can be duplicated in the interval.
10
The interval in seconds in which the limitCount is reset.
60
The object to be duplicated. If no object is assigned then the object the Duplicatable component is attached to will be used for cloning.
null
Duplicates will be parented into the set object. If not defined, this GameObject will be used as parent.
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
true if the object is enabled and active in the hierarchy
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
the layer of the gameObject this component is attached to
the name of the gameObject this component is attached to
shorthand for this.context.scene
the scene of the context
Is the gameObject marked as static
the tag of the gameObject this component is attached to
Optional
init: Partial<NoInternalNeedleEngineState<FilterStartingWith<FilterTypes<Duplicatable, Function>, "_">>>Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onOptional
onCalled when an object (or any child object) is clicked (needs a EventSystem in the scene)
Called when a pointer (mouse, touch, xr controller) starts pointing on/hovering an object (or a child object)
Called when a pointer (mouse, touch, xr controller) exists an object (it was hovering the object before but now it's not anymore)
Optional
onCalled when a pointer (mouse, touch, xr controller) is moving over an object (or a child object)
Optional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerOptional
resolvestarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
onEnable() { this.startCoroutine(this.myCoroutine()); }
private *myCoroutine() {
while(this.activeAndEnabled) {
console.log("Hello World", this.context.time.frame);
// wait for 5 frames
for(let i = 0; i < 5; i++) yield;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Optional
updateGenerated using TypeDoc
The Duplicatable component is used to duplicate a assigned GameObject when a pointer event occurs on the GameObject.
It implements the IPointerEventHandler interface and can be used to expose duplication to the user in the editor without writing code.