new InWorld()
The InWorld component checks if a Game Object is within the Game World Bounds.
An object is considered as being "in bounds" so long as its own bounds intersects at any point with the World bounds.
If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well.
- Source - gameobjects/components/InWorld.js, line 14
Members
-
checkWorldBounds :boolean
-
If this is set to
true
the Game Object checks if it is within the World bounds each frame.When it is no longer intersecting the world bounds it dispatches the
onOutOfBounds
event.If it was previously out of bounds but is now intersecting the world bounds again it dispatches the
onEnterBounds
event.It also optionally kills the Game Object if
outOfBoundsKill
istrue
.When
checkWorldBounds
is enabled it forces the Game Object to calculate its full bounds every frame.This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.- Source - gameobjects/components/InWorld.js, line 98
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<readonly> inWorld :boolean
-
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
- Source - gameobjects/components/InWorld.js, line 129
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outOfBoundsKill :boolean
-
If this and the
checkWorldBounds
property are both set totrue
then thekill
method is called as soon asinWorld
returns false.- Source - gameobjects/components/InWorld.js, line 106
-
outOfCameraBoundsKill :boolean
-
If this and the
autoCull
property are both set totrue
, then thekill
method
is called as soon as the Game Object leaves the camera bounds.- Source - gameobjects/components/InWorld.js, line 115
Methods
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<static> preUpdate()
-
The InWorld component preUpdate handler.
Called automatically by the Game Object.- Source - gameobjects/components/InWorld.js, line 22