Creates basic GameObject with transform and connection to transform's emitter.
Allows you to create an object with a set list of components you already have.
Adds object to the children, adds it to the scene graph.
Adds a component to the object.
Change the name of the object.
Called once per frame to draw all children.
Searche the parent tree until we find the scene object
Gets a component of the given type.
Refreshes the object with the given YAML node.
Refresh the component of the given type.
Refresh the component of the given type.
Refresh the component of the given type.
Removes the given object as a child from this object.
Called when the game is shutting down, to shutdown all children.
Create a description from a GameObject.
To complement the descriptions, and make serialization easier.
Called once per frame to update all children and components.
The light attached to this object.
Create a GameObject from a description object.
To complement the descriptions, and make serialization easier.
The struct that will be directly deserialized from the ddl.
The ID of the object.
THIS IS ONLY SET IF THIS OBJECT IS SCENE _ROOT
The current update settings
The current transform of the object.
Manages all components and transform in the world. Can be overridden.