> For the complete documentation index, see [llms.txt](https://docs.overthereality.ai/over-sdk-manual/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.overthereality.ai/over-sdk-manual/ovr-component-system-ancient-legacy/nodes/gameobject-interactions/ovrobject.md).

# OvrObject

Subclass of Ovr.OvrNode

### Description

This is the representation of an Object present in a Scene. It's closely related to UnityEngine.Monobehaviour, a kind of GameObject, and used to manage how a selected object should behave during its lifetime.

#### Attributes

{% hint style="info" %}
**Note**: the following attributes are added to the existing ones from the super class [OvrNode](/over-sdk-manual/ovr-component-system-ancient-legacy/nodes/ovrnode.md)
{% endhint %}

<table><thead><tr><th width="205.7659040188865">Name</th><th width="150">Type</th><th width="340.1572968009442">Description</th></tr></thead><tbody><tr><td>OnAwakeNodes</td><td><a href="/over-sdk-manual/ovr-component-system-ancient-legacy/nodes/ovrnode.md">OvrNode [ ]</a></td><td>Collection of OvrNodes which have to be executed once the OvrObject Component is loaded during Play (similar to the Awake function in Unity).</td></tr><tr><td>OnDestroyNodes</td><td><a href="/over-sdk-manual/ovr-component-system-ancient-legacy/nodes/ovrnode.md">OvrNode [ ]</a></td><td>Collection of OvrNodes which have to be executed once the OvrObject Component is destroyed during Play (similar to OnDestroy function in Unity).</td></tr><tr><td>OnDisableNodes</td><td><a href="/over-sdk-manual/ovr-component-system-ancient-legacy/nodes/ovrnode.md">OvrNode [ ]</a></td><td>Collection of OvrNodes which have to be executed once the OvrObject Component is disabled/deactivated during Play (similar to OnDisable function in Unity). </td></tr><tr><td>OnEnableNodes</td><td><a href="/over-sdk-manual/ovr-component-system-ancient-legacy/nodes/ovrnode.md">OvrNode [ ]</a></td><td>Collection of OvrNodes which have to be executed once the OvrObject Component is enabled/activated during Play (similar to OnEnable function in Unity).</td></tr><tr><td>OnStartNodes</td><td><a href="/over-sdk-manual/ovr-component-system-ancient-legacy/nodes/ovrnode.md">OvrNode [ ]</a></td><td>Collection of OvrNodes which have to be executed once the OvrObject Component is set to the first frame during Play (similar to Start function in Unity).</td></tr></tbody></table>

{% hint style="info" %}
**`OnDisableNodes`**: is still executed just before executing OnDestroyNodes.

**`OnEnableNodes`**: is still executed just after executing OnStartNodes.
{% endhint %}

![Example of an OvrObject in Editor. On Awake the object is tasked to setup a timer to destroy an object, which is fired on Start. Once the time is up, the object is destroyed, before destruction it says goodbye to the world.](https://content.gitbook.com/content/6xdubHTzJACGqFIM7yJy/blobs/zTYAoLqJjIn3TDYCfxPV/ovrObject.png)
