Sandbox.GameObject.Flags

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Reply on sbox.game
  1. #1
    Bot
    Sandbox.GameObject.Flags : api/Sandbox.GameObject/Flags
  2. edited Dec 2025 #2
    Austin 2,540
    You can use the GameObject Flags to have it behave in different ways. This is especially useful when you're creating the GameObject via code. See below on how to use the GameObject.Flags enum property.
    GameObject.Flags = (GameObjectFlags)128;
    //or
    GameObject.Flags = GameObjectFlags.DontDestroyOnLoad;

     None = 0,
    
     /// Hide this object in heirachy/inspector
     Hidden = 1,
    
     /// Don't save this object to disk, or when duplicating
     NotSaved = 2,
    
     /// Auto created - it's a bone, driven by animation
     Bone = 4,
    
     /// Auto created - it's an attachment
     Attachment = 8,
    
     /// There's something wrong with this
     Error = 16,
    
     /// Loading something
     Loading = 32,
    
     /// Is in the process of deserializing
     Deserializing = 64,
    
     /// When loading a new scene, keep this gameobject active
     DontDestroyOnLoad = 128,
    
     /// Keep local - don't network this object as part of the scene snapshot
     NotNetworked = 256,
    
     /// In the process of refreshing from the network
     [Obsolete]
     Refreshing = 512,
    
     /// Stops animation stomping the bone, will use the bone's local position
     ProceduralBone = 1024,
    
     /// Only exists in the editor. Don't spawn it in game.
     EditorOnly = 2048,
    
     /// Ignore the parent transform. Basically, position: absolute for gameobjects.
     Absolute = 4096,
    
     /// The position of this object is controlled by by physics - usually via a RigidBody component
     PhysicsBone = 8192,
    
     /// Stops this object being interpolated, either via the network system or the physics system
     NoInterpolation = 16384