Photon Unity Networking
v1.101
Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More...
Public Member Functions | |
| void | Reset () |
| Reset this instance. For better memory handling than instanciating a new one always, More... | |
Public Attributes | |
| EventCaching | CachingOption |
| Defines if the server should simply send the event, put it in the cache or remove events that are like this one. More... | |
| byte | InterestGroup |
| The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first. More... | |
| int[] | TargetActors |
| A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way. More... | |
| ReceiverGroup | Receivers |
| Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost. More... | |
| byte | SequenceChannel |
| Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel. More... | |
| bool | ForwardToWebhook |
| Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state. More... | |
| bool | Encrypt |
Static Public Attributes | |
| static readonly RaiseEventOptions | Default = new RaiseEventOptions() |
| Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0. More... | |
Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details.
| void RaiseEventOptions.Reset | ( | ) |
Reset this instance. For better memory handling than instanciating a new one always,
| EventCaching RaiseEventOptions.CachingOption |
Defines if the server should simply send the event, put it in the cache or remove events that are like this one.
When using option: SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex, set a CacheSliceIndex. All other options except SequenceChannel get ignored.
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static |
Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0.
| bool RaiseEventOptions.Encrypt |
| bool RaiseEventOptions.ForwardToWebhook |
Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state.
| byte RaiseEventOptions.InterestGroup |
The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first.
| ReceiverGroup RaiseEventOptions.Receivers |
Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost.
| byte RaiseEventOptions.SequenceChannel |
Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel.
| int [] RaiseEventOptions.TargetActors |
A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way.