A component for synchronizing the Animator controller state from the State Authority to network proxies. Requires a Unity Animator component, and a NetworkObject component. NOTE: Animator Root Motion is not compatible with re-simulation and prediction.
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override void | FixedUpdateNetwork () |
| Fusion FixedUpdate timing callback. More...
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void | SetTrigger (int triggerHash, bool passThroughOnInputAuthority=false) |
| Queues a SetTrigger() call for the associated Animator on the State Authority. Call this instead of Animator.SetTrigger() for the State Authority to ensure that triggers are captured. On State Authority, this call will defer the SetTrigger() pass-through to the Animator until FixedUpdateNetwork() is called, where all queued triggers will be executed (this is to ensure tick agreement between server and clients). More...
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void | SetTrigger (string trigger, bool passThroughOnInputAuthority=false) |
| Queues a SetTrigger() call for the associated Animator on the State Authority. Call this instead of Animator.SetTrigger() for the State Authority to ensure that triggers are captured. On State Authority, this call will defer the SetTrigger() pass-through to the Animator until FixedUpdateNetwork() is called, where all queued triggers will be executed (this is to ensure tick agreement between server and clients). More...
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override void | Spawned () |
| Post spawn callback. More...
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virtual void | CopyBackingFieldsToState (bool firstTime) |
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void | CopyStateFrom (NetworkBehaviour source) |
| Copies entire state of passed in source NetworkBehaviour More...
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virtual void | CopyStateToBackingFields () |
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virtual void | Despawned (NetworkRunner runner, bool hasState) |
| Called before the network object is despawned More...
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T? | GetInput< T > () |
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bool | GetInput< T > (out T input) |
| Returns true if it a valid INetworkInput can be found for the current simulation tick (Typically this is used in FixedUpdateNetwork). More...
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bool | GetInterpolationData (out InterpolationData data, bool? predicted=null) |
| Get 'To' and 'From' states, and the Alpha (t) values needed for lerping. More...
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bool | GetInterpolationData (out InterpolationData data, out bool predicted) |
| Get 'To' and 'From' states, and the Alpha (t) values needed for interpolation. More...
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RawInterpolator | GetInterpolator (string propertyName) |
| Get a raw interpolator for a networked property. The returned RawInterpolator provides a way to calculate the "between-ticks" value of the named [Networked] property. More...
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Interpolator< T > | GetInterpolator< T > (string propertyName) |
| Get an interpolator for a networked property. The returned Interpolator provides a way to calculate the "between-ticks" value of the named [Networked] property with the specified type T . The value is a linear interpolation between the "from" and the "to" ticks and is available via the Value property on the Interpolator . More...
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int | GetLocalAuthorityMask () |
| Gets a bitmask of AuthorityMasks flags, representing the current local authority over this NetworkObject. More...
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delegate int[] | InterestGroupsCallback (Type type, NetworkBehaviour behaviour) |
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virtual bool | IsInterpolationDataPredicted () |
| If the behaviour data should be interpolated between latest predicted states or between snapshots. More...
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NetworkBehaviourCallbackReference | OnChangeAdd< T > (int wordOffset, int wordCount, ChangedDelegate< T > callback, OnChangedTargets targets=OnChangedTargets.All) |
| Adds a OnChange callback to this behaviour which is bound to a specific word offset and word count More...
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NetworkBehaviourCallbackReference | OnChangeAdd< T > (string propertyName, ChangedDelegate< T > callback, OnChangedTargets targetses=OnChangedTargets.All) |
| Adds a OnChange callback to this behaviour which is bound to a specific weaved property More...
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void | OnChangeClearAll () |
| Clear all dynamic OnChange callbacks from this behaviour More...
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bool | OnChangeRemove (NetworkBehaviourCallbackReference reference) |
| Removes a specific OnChange callback from this behaviour More...
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virtual void | Render () |
| Post simulation frame rendering callback. Runs after all simulations have finished. Use in place of Unity's Update when Fusion is handling Physics. More...
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T | AddBehaviour< T > () |
| Wrapper for Unity's GameObject.AddComponent() More...
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T | GetBehaviour< T > () |
| Wrapper for Unity's GameObject.GetComponentInChildren() More...
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bool | TryGetBehaviour< T > (out T behaviour) |
| Wrapper for Unity's GameObject.TryGetComponent() More...
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override? int | DynamicWordCount [get] |
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virtual ? int | DynamicWordCount [get] |
| Override this value for custom memory allocations. This is for advanced use cases only, and cannot be used if NetworkedAttribute is used in the derived class.
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NetworkBehaviourId | Id [get] |
| The unique identifier for this network behaviour. More...
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InterpolationDataSources | InterpolationDataSource [get, set] |
| Get/Set the time frame this object is rendered in. More...
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virtual bool | InvokeOnChangedForInitialNonZeroValues [get] |
| Override this property to change whether initial non-zero values assigned to [Networked] properties invoke OnChanged callbacks. For clients the initial value comes from the simulation snapshot, not from what has been set locally in the inspector. More...
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bool | CanReceiveCallback [get] |
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virtual bool? | HasInputAuthority [get] |
| Returns true if the Simulation.LocalPlayer of the associated NetworkRunner is the designated as Input Authority for this network entity. More...
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virtual bool? | HasStateAuthority [get] |
| Returns true if the associated NetworkRunner is the State Authority for this network entity. More...
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virtual bool? | IsProxy [get] |
| Returns true if the associated NetworkRunner is neither the Input nor State Authority for this network entity. It is recommended to use !HasStateAuthority or !HasInputAuthority when possible instead, as this check requires evaluating both authorities - and is therefore less performant than the individual checks. More...
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A component for synchronizing the Animator controller state from the State Authority to network proxies. Requires a Unity Animator component, and a NetworkObject component. NOTE: Animator Root Motion is not compatible with re-simulation and prediction.