//This class holds is meant to hold all the data of a GameObject in the scene which has an ObjectIdentifier component. //The values from the OI component are mirrored here, along with misc. stuff like the activation state of the gameObect (bool active), and of course it's components. using System.Collections.Generic; namespace UnityEngine.UI.Extensions { [System.Serializable] public class SceneObject { public string name; public string prefabName; public string id; public string idParent; public bool active; public Vector3 position; public Vector3 localScale; public Quaternion rotation; public List objectComponents = new List(); } }