Optional animation?: stringOptional centerZ?: floatOptional children?: { For a custom object, the snapshots of its children - children of
the default depth 1; pass childrenDepth to go deeper (max 8) and
reach the children of nested custom objects.
The positions (x, y, z, centerX, centerY, centerZ) of a descendant
are in scene coordinates: they are computed with the COMPLETE
transformation (pivots, rotations around X/Y/Z, scales, flips) of
every custom object above it. Its worldBounds is its box in scene
coordinates. The sizes and angles (width, height, depth, angle,
rotationX, rotationY) stay as the child reports them in the local
space of its parent (isLocalGeometry), and the layer is the one of
the top custom object.
Optional depth?: floatOptional flippedX?: booleanOptional flippedY?: booleanOptional isOnly on the snapshot of a CHILD of a custom object: a reminder that
width, height, depth, angle, rotationX and rotationY are
the child's OWN values, in the local space of its parent (they are
neither scaled nor rotated by it), while the positions (x, y,
z, centerX, centerY, centerZ) and worldBounds are in scene
coordinates.
Optional opacity?: floatOptional rotationX?: floatOptional rotationY?: floatThe object's own conditions/expressions, evaluated (see
GameplayTestEvaluatedState).
Optional text?: stringOptional worldOnly on the snapshot of a CHILD of a custom object: its box in
SCENE coordinates (see GameplayTestWorldBounds) - the only size
information of a child that accounts for its own complete
transformation (rotations around X, Y and Z, flips) and for the
transformations of its parents.
Optional z?: float
The behavior's conditions/expressions, evaluated: current state and configuration, under their event-sheet names (e.g.
behaviors.PlatformerObject.state.IsOnFloor). Prefer these over inferring state from coordinates.