Photon Fusion 1.1.9

Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123456789]
 CAccuracyIndicates the rounding factor of compressed values. All values will be truncated to the nearest multiple of this
 CAccuracyAttributeAdditional companion attribute to NetworkedAttribute, which indicates how floats should be compressed
 CAccuracyDefaultsClass that contains global accuracy information. Built-in named defaults can be edited, or custom named defaults can be created. These defaults allow you to change accuracy settings across an entire project
 CAngleA Networked fusion type for degrees. This can be used with the NetworkedAttribute, in RPCs, or in NetworkInput structs
 CTaskManagerTask Factory is used to create new Tasks and Schedule long running Tasks
 CAuthorityMasksFlag constants for input and state authority
 CBehaviourAlternative base class to Unity's MonoBehaviour. This allows for components that work both in Unity, as well as the Photon relays
 CBehaviourActionAttributeAttribute for use on Fusion.Behaviour classes. Automatically runs this method when the inspector refreshes. GUILayout calls be in the method and will render into the inspector. Allows for editor code to be added to a component, without requiring a custom Editor script
 CCastEnumAttributeCasts an enum or int value in the inspector to specific enum type for rendering of its popup list. Supplying a method name rather than a type allows a property with the type Type to be used to dynamically get the enum type
 CChanged< T >Wrapping struct around changed behaviours which allows you to load old and new values
 CDoIfAttributeFusion editor attribute for selective editor rendering. Condition member can be a property, field or method (with a return value)
 CEditorDisabledAttributeFusion editor attribute for disabling fields
 CEditorDisabledGroupAttributeFusion editor attribute for disabling groups of fields
 CEnumMaskAttributeAttribute that indicates an enum should render as multi-select mask drop list in the inspector
 CHeapConfigurationMemory Heap Settings
 CHostMigrationTokenTransitory Holder with all necessary information to restart the Fusion Runner after the Host Migration has completed
 CIAfterAllTicksInterface for AfterAllTicks callback. Called after the resimulation loop (when applicable), and also after the forward simulation loop. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIAfterClientPredictionResetCallback interface for AfterClientPredictionReset. Called at the very start of the resimulation loop (on clients with prediction enabled), immediately after state is set to the latest server snapshot. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIAfterHostMigrationUsed to mark NetworkBehaviors that need to be react after a Host Migration process
 CIAfterPhysicsStepInterface for AfterPhysicsStep callback. Called immediately after Physics.Simulate(). Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIAfterTickInterface for AfterTick callback. Called after each tick simulation completes. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIAfterUpdateInterface for the AfterUpdate callback, which is called at the end of each Fusion Update segment. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIBeforeAllTicksInterface for BeforeAllTicks callback. Called before the resimulation loop (when applicable), and also before the forward simulation loop. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIBeforeClientPredictionResetCallback interface for BeforeClientPredictionReset. Called at the very start of the resimulation loop (on clients with prediction enabled), before state is set to the latest server snapshot. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIBeforeHitboxRegistrationInterface for BeforeHitboxRegistration callback. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIBeforePhysicsStepInterface for BeforePhysicsStep callback. Called immediately before Physics.Simulate(). Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIBeforeTickInterface for BeforeTick callback. Called before each tick is simulated. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIBeforeUpdateInterface for the BeforeUpdate callback, which is called at the beginning of each Fusion Update segment. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CINetworkInputFlag interface for custom NetworkInput structs
 CINetworkObjectPoolInterface which defines the handlers for NetworkRunner Spawn() and Despawn() actions. Passing an instance of this interface to NetworkRunner.StartGame(StartGameArgs) as the StartGameArgs.ObjectPool argument value will assign that instance as the handler for runner Spawn() and Despawn() actions. By default (if StartGameArgs.ObjectPool == null) actions will use Instantiate(), and Despawn() actions will use Destroy()
 CINetworkRunnerCallbacksInterface for NetworkRunner callbacks. Register a class/struct instance which implements this interface with NetworkRunner.AddCallbacks(INetworkRunnerCallbacks[])
 CInterpolatedErrorCorrectionSettingsA set of parameters that tune the interpolated correction of prediction error on transform data
 CIPredictedSpawnBehaviourInterface for predicted spawn callbacks. Implement this interface on SimulationBehaviour and NetworkBehaviour classes
 CIRunnerVisibilityRecognizedTypeFlags a Unity component class as a RunnerVisibilityNodes recognized type. Will be included in NetworkRunner.IsVisible handling, and will be found by RunnerVisibilityNodes component finds
 CISimulationEnterInterface for SimulationEnter callback. Called when the NetworkObject joins AreaOfInterest. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. Only applicable to SimulationConfig.StateReplicationModes.EventualConsistency
 CISimulationExitInterface for the SimulationExit callback. Called when the NetworkObject leaves AreaOfInterest. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. Only applicable to SimulationConfig.StateReplicationModes.EventualConsistency
 CLagCompensatedHitDefines a lag compensated query hit result
 CLagCompensationSettingsSettings for lag compensation history
 CLagCompensationUtils.ContactDataDetails regarding a shape intersection. It does not carry information about the intersection happening or not
 CLobbyInfoHolds information about a Lobby
 CMultiPropertyDrawersFixAttributeUse in Unity 2020.3, when DecoratingPropertyAttribute-based attributes preceeed a PropertyAttribute that creates a per-attribute drawer
 CNestedComponentUtilitiesTools to replace GetComponent variants that respects nested objects. These are used to find components of a NetworkedObjects without also finding components that belong to parent or child NetworkedObjects
 CNetworkArray< T >Fusion type for networking arrays. Maximum capacity is fixed, and is set with the CapacityAttribute.

 CNetworkBehaviour.Interpolator< T >Interpolator provides a set of methods to get the "from" and "to" ticks of the associated [Networked] property, as well as the current interpolation value for the two, but it also provides a Value property as a shortcut to get the actual interpolated value for those parameters.

See also
RawInterpolator
 CNetworkBehaviour.RawInterpolatorRawInterpolator provides a set of methods to get the "from" and "to" ticks of the associated [Networked] property, as well as the current interpolation value for the two. All methods return raw memory pointers and expects the caller to be able to convert the data to the proper types.

See also
Interpolator<T>
 CNetworkBehaviourCallbackReferenceReference to an OnChange callback added to a NetworkBehaviour
 CNetworkCharacterController.ConfigurationConfiguration data used both by ComputeRawMovement and the prototype-grade Move and ComputeRawSteering methods
 CNetworkCharacterController.HitHit data passed as parameters to NetworkCharacterController.ICallbacks methods
 CNetworkCharacterController.ICallbacksCollision and trigger callback interface that can optionally be passed to the movement query. Common uses: bypass a contact, apply a contact force to the target (can also be achieved just by adding a kinematic Rigidbody to the Character Controller
 CNetworkCharacterController.MovementResult of a movement query
 CNetworkConfigurationMain network configuration class
 CNetworkDictionary< K, V >Fusion type for networking Dictionaries. Maximum capacity is fixed, and is set with the CapacityAttribute.

 CNetworkedAttribute
 CNetworkIdThe unique identifier for a network entity
 CNetworkInputTranslates INetworkInput structs and represents them in Fusions's unsafe allocated memory
 CNetworkLinkedList< T >Fusion type for networking LinkedLists. Maximum capacity is fixed, and is set with the CapacityAttribute.

Typical Usage:
 CNetworkObjectHeaderNetwork meta information for a NetworkObject
 CNetworkPrefabAssetRepresents a base class for "prefab assets" - assets that point to a prefab and provide a way to load them
 CNetworkPrefabIdID for a NetworkObject Prefab which has been cataloged in a NetworkProjectConfig.PrefabTable
 CNetworkPrefabInfoMeta data for a NetworkObject prefab which has been cataloged in a NetworkProjectConfig.PrefabTable
 CNetworkPrefabRefA decoupled NetworkObject prefab reference. Internally stored as a GUID
 CNetworkProjectConfigThe core Fusion config file that is shared with all peers at startup
 CNetworkProjectConfigAssetManages and references the current instance of NetworkProjectConfig
 CNetworkRunnerCallbackArgsStores data types used on the INetworkRunnerCallbacks interface
 CNetworkRunnerCallbackArgs.ConnectRequestData holder of a Connection Request from a remote client
 CNetworkSimulationConfigurationConfiguration for network conditions simulation (induced latency and loss)
 CNetworkString< Size >Fixed-size UTF32 string. All operations are alloc-free, except for converting to System.String
 CNetworkStructWeavedAttributeDescribes the total number of WORDs a Fusion.INetworkedStruct uses
 CNetworkTransform.InterpolatedTransformParametersStruct that provides relevant parameters when interpolating a view representation with position and rotation data between two known states, referred as 'From' and 'To'
 CNormalizedRectAttributeEnables a special inspector drawer for Unity Rect type, specially designed for editing RectTransforms using normalized values
 COrderAttributeBase class for OrderBefore and OrderAfter attributes
 COrderSorterThis sorting class is meant to be released and garbage collected after use
 CPlayerRefRepresents a Fusion player
 CPow2SliderAttributeAttribute used to mark a field that needs to change based on an exponent via a UI slider
 CReadAccuracyFloat decompression value, used when reading from the fusion allocator
 CRotationWrapper class which unifies rotation handling of Quaternion, Euler or Z-only (used by 2D). Can store a Quaternion, Euler or Z-axis (for 2d rotation), and implicitly casts between those types
 CRpcAttributeFlags a method as being a networked Remote Procedure Call. Only usable in a NetworkBehaviour. Calls to this method (from the indicated allowed RpcSources) will generate a network message, which will execute the method remotely on the indicated RpcTargets. The RPC method can include an empty RpcInfo argument, that will include meta information about the RPC on the receiving peer
 CRpcInvokeInfoMay be used as an optional RpcAttribute return value. Contains meta data about the RPC send, such as failure to send reasons, culling, message size, etc
 CRpcSendResultRPC send operation result information
 CRpcTargetAttributeRPC attribute used to indicate a specific target player for an RPC when sending from one player to another. RPC is sent to the server, and then is forwarded to the specified player. Usage:
 CRunnerVisibilityNodeIdentifies visible/audible components (such as renderers, canvases, lights) that should be enabled/disabled by NetworkRunner.IsVisible. Automatically added to scene objects and spawned objects during play if running in NetworkProjectConfig.PeerModes.Multiple. Additionally this component can be added manually at development time to identify specific Behaviours or Renderers you would like to restrict to one enabled copy at a time
 CSessionInfoHolds information about the Game Session
 CSimulationMain simulation class
 CSimulationBehaviourAttributeAttribute for specifying which SimulationStages and SimulationModes this SimulationBehaviour will execute in. Can be used to limit execution to only Host, Server or Client peers, or to only execute on Resimulation or Forward ticks. Usage:
 CSimulationConfigProject configuration settings specific to how the Simulation class behaves
 CSimulationGlobalStateStores the global state of a simulation
 CSimulationSnapshotRepresents a snapshot of the simulation state
 CNetAddressRepresents a Network Address, which includes a IP and Port This can contains either a IPv4 or a IPv6 address
 CNetBitBufferListRepresents a linked list of Fusion.Sockets.NetBitBuffer
 CNetCommandAcceptedAccepted Command, sent by the server when a remote client connection is accepted
 CNetCommandConnectConnect Command used to signal a remote server that a client is trying to connect to it
 CNetCommandDisconnectDisconnect Command, it can be used by either side of the connection
 CNetCommandHeaderNetwork Command Header Describe its type and usual settings for all commands
 CNetCommandRefusedRefuse Command, sent by the server when the connection was refused. This happens when the server has reached its max connection capacity
 CNetConfigGeneral configuration used to drive the behavior of the Socket library
 CStunClient.TestIPsList of public DNS Servers
 CStartGameArgsFusion Start Arguments, used to configure the simulation mode and other settings
 CStartGameResultRepresents the result of starting the Fusion Simulation
 CUnitAttributeUnit Attribute class. Used to mark a field with the respective Fusion.Units
 CWriteAccuracyFloat compression value, used when writing to the fusion allocator