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Copy file name to clipboardExpand all lines: docs/en/manuals/properties.md
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@@ -58,9 +58,10 @@ All game objects, and some component types have properties that can be read and
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|*rotation*| Local rotation of game object, expressed as a quaternion. |`quaternion`|`get+set`{.mark} |
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|*euler*| Local rotation of game object, Euler angles. |`vector3`|`get+set`{.mark} |
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|*scale*| Local non uniform scale of the game object, expressed as a vector where each component contains a multiplier along each axis. To double the size in x and y, provide vmath.vector3(2.0, 2.0, 0) |`vector3`|`get+set`{.mark} |
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|*scale.xy*| Local non uniform scale of the game object, expressed as a vector where each component contains a multiplier along X and Y axis.|`vector3`|`get+set`{.mark} |
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::: sidenote
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Specific functions for working with the game object transform also exist; they are `go.get_position()`, `go.set_position()`, `go.get_rotation()`, `go.set_rotation()`, `go.get_scale()`and `go.set_scale()`.
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Specific functions for working with the game object transform also exist; they are `go.get_position()`, `go.set_position()`, `go.get_rotation()`, `go.set_rotation()`, `go.get_scale()`, `go.set_scale()`and `go.set_scale_xy()`.
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:::
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*SPRITE COMPONENT PROPERTIES*
@@ -69,7 +70,8 @@ Specific functions for working with the game object transform also exist; they a
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