# ClientScriptableObjectClass

A client script class that doesn't represent any particular game object.

Can receive events sent with [sm.event.sendToScriptableObject](../Static-Functions/sm.event.md#sendtoscriptableobject).

## Fields

| Name | Type | Description |
| --- | --- | --- |
| `scriptableObject` | [ScriptableObject](../Userdata/ScriptableObject.md) | The [ScriptableObject](../Userdata/ScriptableObject.md) belonging to this class instance. |
| `data` | any | Data from the "data" json element. |
| `params` | any | Parameter sent to [sm.scriptableObject.createScriptableObject](../Static-Functions/sm.scriptableObject.md#createscriptableobject). |

## Server + Client

<a id="server_oncreate"></a>
<a id="client_oncreate"></a>
### onCreate {#oncreate}

``` { .lua .api-signature }
ClientScriptableObjectClass:server_onCreate(  )
ClientScriptableObjectClass:client_onCreate(  )
```

Called when the scripted object is created. This occurs when a new object is built, spawned, or loaded from the save file.

**Parameters:**

| Name | Type | Description |
| --- | --- | --- |
| `self` | table | The class instance. |

<a id="server_ondestroy"></a>
<a id="client_ondestroy"></a>
### onDestroy {#ondestroy}

``` { .lua .api-signature }
ClientScriptableObjectClass:server_onDestroy(  )
ClientScriptableObjectClass:client_onDestroy(  )
```

Called when the scripted object is destroyed.

**Parameters:**

| Name | Type | Description |
| --- | --- | --- |
| `self` | table | The class instance. |

<a id="server_onrefresh"></a>
<a id="client_onrefresh"></a>
### onRefresh {#onrefresh}

``` { .lua .api-signature }
ClientScriptableObjectClass:server_onRefresh(  )
ClientScriptableObjectClass:client_onRefresh(  )
```

Called if the Lua script attached to the object is modified while the game is running.

> **Note:**
> This event requires Scrap Mechanic to be running with the '-dev' flag. This will allow scripts to automatically refresh upon changes.

**Parameters:**

| Name | Type | Description |
| --- | --- | --- |
| `self` | table | The class instance. |

<a id="server_onfixedupdate"></a>
<a id="client_onfixedupdate"></a>
### onFixedUpdate {#onfixedupdate}

``` { .lua .api-signature }
ClientScriptableObjectClass:server_onFixedUpdate( timeStep )
ClientScriptableObjectClass:client_onFixedUpdate( timeStep )
```

Called every game tick &ndash; 40 ticks a second. If the frame rate is lower than 40 fps, this event may be called twice.

During a fixed update, physics and logic between interactables are updated.

**Parameters:**

| Name | Type | Description |
| --- | --- | --- |
| `self` | table | The class instance. |
| `timeStep` | number | The time period of a tick. (Is always 0.025, a 1/40th of a second.) |

## Server-only

<a id="server_onreceiveupdate"></a>
### onReceiveUpdate {#onreceiveupdate}

``` { .lua .api-signature }
ClientScriptableObjectClass:server_onReceiveUpdate(  )
```

Called occasionally to indicate that some time has passed.

For performance reasons; it recommended to use this instead of [server_onFixedUpdate](#server_onfixedupdate) for updates that do not need to happen frequently.

Use [sm.game.getCurrentTick](../Static-Functions/sm.game.md#getcurrenttick) to calculate the time.

**Parameters:**

| Name | Type | Description |
| --- | --- | --- |
| `self` | table | The class instance. |

## Client-only

<a id="client_onupdate"></a>
### onUpdate {#onupdate}

``` { .lua .api-signature }
ClientScriptableObjectClass:client_onUpdate( deltaTime )
```

Called every frame.

During a frame update, graphics, animations and effects are updated.

> **Warning:**
> Because of how frequent this event is called, the game's frame rate is greatly affected by the amount of code executed here.
> For any non-graphics related code, consider using [client_onFixedUpdate](#client_onfixedupdate) instead.
> If the event is not in use, consider removing it from the script. (Event callbacks that are not implemented will not be called.)

**Parameters:**

| Name | Type | Description |
| --- | --- | --- |
| `self` | table | The class instance. |
| `deltaTime` | number | Delta time since the last frame. |

<a id="client_onclientdataupdate"></a>
### onClientDataUpdate {#onclientdataupdate}

``` { .lua .api-signature }
ClientScriptableObjectClass:client_onClientDataUpdate( data, channel )
```

Called when the client receives new client data updates from the server set with [Network.setClientData](../Userdata/Network.md#setclientdata).

Data set in this way is persistent and the latest data will automatically be sent to new clients.

The data will arrive after [client_onCreate](#client_oncreate) during the same tick.

Channel 1 will be received before channel 2 if both are updated.

**Parameters:**

| Name | Type | Description |
| --- | --- | --- |
| `self` | table | The class instance. |
| `data` | any | Any lua object set with [Network.setClientData](../Userdata/Network.md#setclientdata) |
| `channel` | integer | Client data channel, 1 or 2. (default: 1) |

<a id="client_onlocalplayerchangedworld"></a>
### onLocalPlayerChangedWorld {#onlocalplayerchangedworld}

``` { .lua .api-signature }
ClientScriptableObjectClass:client_onLocalPlayerChangedWorld( world )
```

Called when the client player changes world.

**Parameters:**

| Name | Type | Description |
| --- | --- | --- |
| `self` | table | The class instance. |
| `world` | [World](../Userdata/World.md) | The entered world. |
