# ESCObjectManager **Extends:** [Node](../Node) ## Description A manager for ESC objects ## Constants Descriptions ### RESERVED\_OBJECTS ```gdscript const RESERVED_OBJECTS: Array = ["_music","_sound","_speech","_camera"] ``` ## Property Descriptions ### objects ```gdscript var objects: Dictionary ``` The hash of registered objects (the global id is the key) ## Method Descriptions ### register\_object ```gdscript func register_object(object: ESCObject, force: bool = false) -> void ``` Register the object in the manager #### Parameters - object: Object to register - force: Register the object, even if it has already been registered ### has ```gdscript func has(global_id: String) -> bool ``` Check wether an object was registered #### Parameters - global_id: Global ID of object **Returns** Wether the object exists in the object registry ### get\_object ```gdscript func get_object(global_id: String) -> ESCObject ``` Get the object from the object registry #### Parameters - global_id: The global id of the object to retrieve **Returns** The retrieved object, or null if not found ### unregister\_object ```gdscript func unregister_object(object: ESCObject) -> void ``` Remove an object from the registry #### Parameters - object: The object to unregister ### save\_game ```gdscript func save_game(p_savegame: ESCSaveGame) -> void ``` Insert data to save into savegame. #### Parameters - p_savegame: The savegame resource ### get\_start\_location ```gdscript func get_start_location() -> ESCLocation ```