IBehaviour
Interface mirroring UnityEngine.Behaviour. Extends IComponent with the ability to enable/disable the behaviour and query its active state. This is the interface-level equivalent of the enabled toggle on Unity components.
Definition
Namespace: Paragon Assembly: Paragon.dll
public interface IBehaviour : IComponentExtends: IComponent
Remarks
IBehaviour adds the two properties that distinguish Behaviour from Component in Unity's hierarchy:
enabled— Can be toggled to enable/disable the behaviour, which controls whether Unity lifecycle callbacks (Update,OnGUI, etc.) are invoked.isActiveAndEnabled— Combinesenabledwith theGameObject's active state (gameObject.activeInHierarchy && enabled).
This interface is extended by IMonoBehaviour, which adds coroutine and invoke support.
Properties
enabled
Gets or sets whether this behaviour is enabled. When false, Unity does not call lifecycle methods (Update, LateUpdate, FixedUpdate, OnGUI, etc.) on this component.
bool enabled { get; set; }isActiveAndEnabled
Returns true only when both the behaviour is enabled and the GameObject is active in the hierarchy. Read-only.
Implementation Requirements
You do not need to implement this interface explicitly. Any class deriving from UnityEngine.Behaviour (including all MonoBehaviour subclasses) already has these members.
See Also
IComponent — parent interface
IMonoBehaviour — extends this with coroutines and invoke
Unity Interfaces — hierarchy overview
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