When enabled, PlayerState will not destroy itself when the owner is not connected anymore
Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality
Unique identifier for this component instance, used for finding and tracking components
Indicates if this PlayerState has an owner assigned
Event triggered the first time an owner is assigned to this PlayerState
Event triggered when the owner of this PlayerState changes
OptionalownerThe connection ID of the player who owns this PlayerState instance
OptionalsourceIdentifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from
Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls
True if the component is enabled and all parent GameObjects are active
Checks if this component has been destroyed
True if the component or its GameObject has been destroyed
Controls whether this component is enabled Disabled components don't receive lifecycle callbacks
Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
Indicates if this PlayerState belongs to the local player
The layer value of the GameObject this component is attached to Used for visibility and physics filtering
The name of the GameObject this component is attached to Used for debugging and finding objects
Gets the right direction vector (1,0,0) of this component's GameObject in world space
Shorthand accessor for the current scene from the context
The scene this component belongs to
Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine
The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup
Gets the up direction vector (0,1,0) of this component's GameObject in world space
Gets the rotation of this component's GameObject in world space as a quaternion
Note: This is equivalent to calling this.gameObject.worldQuaternion
Sets the rotation of this component's GameObject in world space using a quaternion
The world rotation quaternion to set
Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
Note: This is equivalent to calling this.gameObject.worldRotation
Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
The world rotation vector to set (in degrees)
StaticallAll PlayerState instances for all players in the scene
StaticlocalAll PlayerState instances that belong to the local player
Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks
Dispatches an event to all registered listeners
The event object to dispatch
Always returns false (standard implementation of EventTarget)
Tells the server that this client has been destroyed, and the networking message for the instantiate will be removed
OptionalearlyCalled at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.
OptionallateCalled after all update functions have been called. Use for calculations that depend on other components being updated first.
OptionalonCalled after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering
OptionalonCalled immediately before the scene is rendered.
Current XRFrame if in an XR session, null otherwise
OptionalonCalled before an XR session is requested Use to modify session initialization parameters
The XR session mode being requested
The session initialization parameters that can be modified
OptionalonCalled when this component's collider begins colliding with another collider.
Information about the collision that occurred
OptionalonCalled when this component's collider stops colliding with another collider.
Information about the collision that ended
OptionalonCalled each frame while this component's collider is colliding with another collider
Information about the ongoing collision
Called every time the component becomes disabled or inactive in the hierarchy. Invoked when the component or any parent GameObject becomes invisible
OptionalonCalled when this component joins an XR session or becomes active in a running session
Event data for the XR session
OptionalonCalled when this component exits an XR session or becomes inactive during a session
Event data for the XR session
OptionalonCalled when the context's pause state changes.
Whether the context is currently paused
The previous pause state
OptionalonCalled when a pointer completes a click interaction with this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer button is pressed while over this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer enters this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer exits this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer moves while over this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer button is released while over this component's GameObject
Data about the pointer event
OptionalonCalled when this component's trigger collider is entered by another collider
The collider that entered this trigger
OptionalonCalled when another collider exits this component's trigger collider
The collider that exited this trigger
OptionalonCalled each frame while another collider is inside this component's trigger collider
The collider that is inside this trigger
OptionalonCalled each frame while this component is active in an XR session
Event data for the current XR frame
OptionalonCalled when a field decorated with @validate() is modified.
Optionalprop: stringThe name of the field that was changed
OptionalonXRControllerCalled when an XR controller is connected or when this component becomes active in a session with existing controllers
Event data for the controller that was added
OptionalonXRControllerCalled when an XR controller is disconnected or when this component becomes inactive during a session with controllers
Event data for the controller that was removed
OptionalresolveCalled when this component needs to remap guids after an instantiate operation.
Mapping from old guids to newly generated guids
Sets the position of this component's GameObject in world space using individual coordinates
X-coordinate in world space
Y-coordinate in world space
Z-coordinate in world space
Sets the rotation of this component's GameObject in world space using quaternion components
X component of the quaternion
Y component of the quaternion
Z component of the quaternion
W component of the quaternion
Sets the rotation of this component's GameObject in world space using individual Euler angles
X-axis rotation
Y-axis rotation
Z-axis rotation
Whether the values are in degrees (true) or radians (false)
Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.
Generator function to start
Event to register the coroutine for (default: FrameEvent.Update)
The generator function that can be used to stop the coroutine
Stops a coroutine that was previously started with startCoroutine
The routine to be stopped
The frame event the routine was registered with
OptionalsupportsXRDetermines if this component supports a specific XR mode
The XR session mode to check support for
True if the component supports the specified mode
OptionalupdateCalled once per frame during the main update loop. The primary location for frame-based game logic.
StaticaddRegisters a callback for a specific PlayerState event
The event to listen for
Callback function that will be invoked when the event occurs
The provided callback function for chaining
StaticgetGets the PlayerState component for a given object or component
The PlayerState component if found, undefined otherwise
StaticisStaticremoveRemoves a previously registered event callback
The event type to remove the callback from
The callback function to remove
Represents a player instance in the networked environment. Handles ownership, synchronization, and lifecycle management of player objects.