docs: sync rendering pass execution docs
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@@ -40,6 +40,30 @@ namespace XCEngine
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set => Name = value;
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}
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public string Tag
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{
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get => InternalCalls.GameObject_GetTag(UUID) ?? string.Empty;
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set => InternalCalls.GameObject_SetTag(UUID, value ?? string.Empty);
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}
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public string tag
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{
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get => Tag;
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set => Tag = value;
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}
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public int Layer
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{
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get => InternalCalls.GameObject_GetLayer(UUID);
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set => InternalCalls.GameObject_SetLayer(UUID, value);
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}
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public int layer
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{
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get => Layer;
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set => Layer = value;
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}
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public bool activeSelf => InternalCalls.GameObject_GetActiveSelf(UUID);
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public bool activeInHierarchy => InternalCalls.GameObject_GetActiveInHierarchy(UUID);
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@@ -54,6 +78,11 @@ namespace XCEngine
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InternalCalls.GameObject_Destroy(UUID);
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}
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public bool CompareTag(string tag)
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{
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return InternalCalls.GameObject_CompareTag(UUID, tag ?? string.Empty);
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}
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public Transform Transform => GetComponent<Transform>();
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public Transform transform => Transform;
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