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UnknownA script by XenoS.exe
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UnknownTake a raw entity and objectify it, make it manageable, programmable, and lifecycle-aware.
Utility Objectify is a simple but powerful system that lets you add custom behavior to entities in FiveM.
If you’ve ever worked with Unity’s MonoBehaviour, Unreal Engine Actor classes, or Godot Node scripts, you’ll feel at home, Utility Objectify plays a similar role in making entities scriptable, lifecycle-aware, and easy to manage.
Once you try it, you’ll never want to go back to manually syncing and managing everything, it’s genuinely a game changer.
With it, you can easily attach logic to entities and control their entire lifecycle, from spawning and destruction to handling state changes and more.
Github repo: GitHub - utility-library/utility_objectify: Take this raw entity and objectify it, make it manageable, programmable, lifecycle-aware
Documentation: GitBook | Utility Objectify
Dependencies:
UtilityNet and utility functions.Note:
utility_objectifyis still in development. if it breaks, its probably my fault, not yours.
The BaseEntity class is the core class that manages the lifecycle of your entities and handles state changes.
It’s designed to be extended by other entity classes, providing basic functionality like OnSpawn, OnDestroy, and state change handling.
@model("mymodel")
@plugin("someplugin")
class MyEntity extends BaseEntity {
OnSpawn = function()
-- Do something when the entity is spawned
end,
OnDestroy = function()
-- Do something when the entity is destroyed
end
}
Yes, this syntax works. no, its not total witchcraft, just leap!
These are closed source resources, but its just to showcase what can actually be done
i will probably write and share some working examples to showcase also the code, there are already some in the examples/ folder but they are pretty basic
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