> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/scriptable-architecture/scriptables/runtime-gameobjects.md).

# Runtime GameObjects

## Overview

Runtime GameObjects are a great way to store, categorize, and identify groups of GameObjects during runtime.

{% embed url="<https://youtu.be/P6-VktwCWrA>" %}

This feature uses 3 components:

* The Runtime GameObject Scriptable Asset
* The Add Runtime GameObject component
* The Get Runtime GameObject component

## Runtime GameObject Asset

This asset stores all the GameObjects that are set at runtime.

![](/files/-MaR3Dyb_WXUSqI1NdEx)

## Add Runtime GameObjects

<figure><img src="/files/zwxYxFxbPwVkjLxvr9qa" alt=""><figcaption></figcaption></figure>

When this component is added to a GameObject, it adds that GameObject to the given runtime set on enable.

### Parameters

#### Collection

Runtime set used to add the GameObject that has the component.

## Get Runtime GameObjects

<figure><img src="/files/OEmI31xbWIJAFE5Rr8gW" alt=""><figcaption></figcaption></figure>

When this component is added to a GameObject, it finds an item in a Runtime Object collection set and uses Unity Events to connect the result to any other component.
