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Property

Check out the properties exposed by ZEPETOScript.

A property is a component setting and option that can be edited in the Inspector.

Using properties, you can manage the state and data of GameObjects or other components, and control access from outside.

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ZEPETOScript is based on TypeScript as the programming language,
consequently the following syntax is used for property declaration.

AccessModifier propertyName: propertyType;

ex)
public playerNumber: float;
private playerLocation: Vector3;

Properties declared this way are visible in the inspector, where you can assign values or objects to them.

The values you assign will later be initialized at runtime.

import { ZepetoScriptBehaviour } from 'ZEPETO.Script';
import { Vector3, GameObject, Transform } from 'UnityEngine';
 
export default class Properties extends ZepetoScriptBehaviour {
 
    public floatValue: float;
    public strValue: string;
 
    public gameObj: GameObject;
    public transformValue: Transform;
    public vectorValue : Vector3;
 
}

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To access the properties from within the ZEPETOScript use this.property Name.

import { ZepetoScriptBehaviour } from 'ZEPETO.Script';
import { Vector3, GameObject, Transform } from 'UnityEngine';
 
export default class Properties extends ZepetoScriptBehaviour {
 
    public floatValue: float;
    public strValue: string;
 
    public gameObj: GameObject;
    public transformValue: Transform;
    public vectorValue : Vector3;
     
     
    Start() {
        console.log(`floatValue : ${this.floatValue}`);
        console.log(`strValue : ${this.strValue}`);
    }
     
    Update() {
        // Rotate Cube_A
        const transform = this.gameObj.GetComponent<Transform>();
        transform.Rotate(this.vectorValue);
 
        // Rotate Cube_B
        this.transformValue.Rotate(this.vectorValue);
    }
}

When using multiple properties, declare them in an array in ZEPETOScript.

Properties are shown in an array in the Inspector, where you can input data for different elements.

public floatValues: float[];

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If you declare an Attribute in the script, you can control the Property on the Inspector.

import { ZepetoScriptBehaviour } from 'ZEPETO.Script';
import { Transform } from 'UnityEngine';
 
export default class Attribute extends ZepetoScriptBehaviour {
 
    // Public Property that does not need to be Serialized
    @NonSerialized()
    public strValue: string;
 
// Property that should not be exposed on the Inspector
    @HideInInspector()
    public strValue2: string;
 
// Private Property that needs to be Serialized
    @SerializeField()
    private strValue3: string;
 
// Addition of header above Property
    @Header("Header Title")
    public stringProperty: string;
 
// Addition of spaces between Property
    @Space(10)
    public numberProperty: number;
 
// Addition of tooltip that appears when the mouse is positioned on the Property
    @Tooltip("This is Tooltip")
    public transformProperty: Transform;
 
    Start() {   
 
    }
 
}

Below is an example screen when the Attribute is applied.

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For available attributes in ZEPETOScript, please refer to the following guide

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Please refer to the following guide. [List of Unity Functions Available at ZEPETO World]