Photon Fusion 1.1.2

Public Member Functions | List of all members
NetworkPhysicsSimulation3D Class Reference

Fusion component for handling Physics.SyncTransforms() and Physics.Simulate(). Only used when NetworkProjectConfig.PhysicsEngines.Physics3D == true. More...

Inherits SimulationBehaviour, and IBeforeTick.

Public Member Functions

override void FixedUpdateNetwork ()
 Fusion FixedUpdate timing callback. More...
 
void Simulate ()
 
- Public Member Functions inherited from SimulationBehaviour
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...
 
- Public Member Functions inherited from Behaviour
AddBehaviour< T > ()
 Wrapper for Unity's GameObject.AddComponent() More...
 
bool TryGetBehaviour< T > (out T behaviour)
 Wrapper for Unity's GameObject.TryGetComponent() More...
 
GetBehaviour< T > ()
 Wrapper for Unity's GameObject.GetComponentInChildren() More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Behaviour
static void DestroyBehaviour (Behaviour behaviour)
 Wrapper for Unity's GameObject.Destroy() More...
 
- Public Attributes inherited from SimulationBehaviour
NetworkRunner Runner
 The NetworkRunner this component is associated with. More...
 
NetworkObject Object
 The NetworkObject this component is associated with. May be null if this GameObject does not have a NetworkObject. More...
 
- Properties inherited from SimulationBehaviour
bool CanReceiveCallback [get]
 
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...
 
virtual bool? HasStateAuthority [get]
 Returns true if the associated NetworkRunner is the State Authority for this network entity. More...
 
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...
 

Detailed Description

Fusion component for handling Physics.SyncTransforms() and Physics.Simulate(). Only used when NetworkProjectConfig.PhysicsEngines.Physics3D == true.

Member Function Documentation

◆ FixedUpdateNetwork()

override void FixedUpdateNetwork ( )
virtual

Fusion FixedUpdate timing callback.

Reimplemented from SimulationBehaviour.