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| bool | allowInstantiateOnClient [get, set] |
| | Enable or disable instantiation of the entity by clients More...
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| |
| bool | alwaysProxy [get, set] |
| | True if this entity is always owned by the server More...
|
| |
| int | autoFreezeProxyFrames [get, set] |
| | The network update rate for this entity More...
|
| |
| bool | clientPredicted [get, set] |
| | Enable or disable client prediction on the entity More...
|
| |
| bool | persistThroughSceneLoads [get, set] |
| | Whether the entity is persistence between scenes More...
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| |
| PrefabId | prefabId [get, set] |
| | The prefab identifier More...
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| |
| UniqueId | sceneId [get, set] |
| | A unique identifier present on scene entities More...
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| |
| bool | sceneObjectAutoAttach [get, set] |
| | True if bolt should automatically attach the entity during instantiation More...
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| |
| bool | sceneObjectDestroyOnDetach [get, set] |
| |
| UniqueId | serializerId [get, set] |
| | A unique identifier of this entity state serializer More...
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| |
| int | updateRate [get, set] |
| | The network update rate for this entity More...
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| |
Modifier for bolt entity settings before it's attached
Example: Attaching an entity with custom settings
if (BoltNetwork.isServer) {
BoltEntity entity = gameObject.AddComponent<BoltEntity>();
using (var mod = entity.ModifySettings()) {
mod.persistThroughSceneLoads = true;
mod.allowInstantiateOnClient = false;
mod.clientPredicted = false;
mod.updateRate = 1;
mod.serializerId = state;
}
BoltNetwork.Attach(entity.gameObject);
}