What is the difference between using a GameObject and a Object3D in @serializable?

@serializable(GameObject)
object01? : GameObject;

@serializable(Object3D)
object02? : Object3D;

Can you provide examples of how GameObjects and Object3D are used differently, or any limitations of each

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2 replies left - GPT 4O
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use unity 2022.3.21f1

In Needle Engine, GameObject and Object3D serve different purposes in the serialization context. Here’s a brief overview:

  1. GameObject:

    • Represents a complete game entity in a scene, which can have various components like Transform, Collider, and Renderer.
    • Useful for creating complex entities that require multiple behaviors and states.
    • Supports scene-wide functionalities related to gameplay and interactions.
  2. Object3D:

    • A more straightforward representation of a 3D object in a scene without the extensive component-based architecture of GameObject.
    • Ideal for more straightforward geometrical representations or when you need a simple 3D object.
    • Better suited for static or less interactive objects.

Example:

@serializable(GameObject)
class Player {
   object01?: GameObject; // A player with complex behaviors
}

@serializable(Object3D)
class Environment {
   object02?: Object3D; // A static object like a tree
}

Limitations:

  • GameObject may incur more overhead due to its comprehensive nature.
  • Object3D lacks the component system, making it less suitable for complex behaviors.

For more detailed examples, refer to Needle Engine documentation and samples. If you have further questions or need clarification, feel free to ask!

1 replies left - GPT 4O
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Hi

short answer is: there is none. The GameObject is just an alias for Object3D

The slightly longer answer is: We used the GameObject type / alias originally to expose API that we added to three’s Object3D objects in Needle Engine (like addComponent) and make that visible to you as a user/programmer. But that is just syntax sugar and there’s no actual difference between both. In the more recent versions we’re declaring the added methods using Typescript properly which makes GameObject obsolete (but it’s still there for compatibility reasons). So now you can write something like new Object3D().addComponent(DragControls) and the Typescript compiler will be happy

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Should I use Object3D?

Yes, just use Object3D (as said above - it doesn’t really make a difference technically)

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