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virtual void | AfterAllTicks (bool resimulation, int tickCount) |
| Implements IAfterAllTicks. If overriding this method in an inheritor, the base method should be called. To extend the functionality of copying data from the engine to the networked buffer, override and extend CopyFromEngineToBuffer instead. More...
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void | AfterHostMigration () |
| Invoked after the Host Migration happens in order to setup non-networked data on NetworkBehaviors
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virtual void | BeforeAllTicks (bool resimulation, int tickCount) |
| Implements IBeforeAllTicks. If overriding this method in an inheritor, the base method should be called. To extend the functionality of copying data from the networked buffer to the engine, override and extend CopyFromBufferToEngine instead. More...
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virtual void | BeforeCopyPreviousState () |
| Implements IBeforeCopyPreviousState. If overriding this method in an inheritor, the base method should be called. More...
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virtual void | BeforeUpdate () |
| Implements IBeforeUpdate. If overriding this method in an inheritor, the base method should be called. More...
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override void | CopyBackingFieldsToState (bool firstTime) |
| Implements NetworkBehaviour.CopyBackingFieldsToState. If overriding this method in an inheritor, the base method should be called. More...
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Vector3 | ReadPosition () |
| Reads from the position field on this object's networked data with the default Runner position read accuracy. More...
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Vector3 | ReadPosition (int *ptr) |
| Reads from a position field on the networked data pointed by ptr with the default Runner position read accuracy. More...
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virtual void | RemotePrefabCreated () |
| Implements IRemotePrefabCreated. If overriding this method in an inheritor, the base method should be called. More...
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override void | Spawned () |
| Overrides NetworkBehaviour.Spawned. If overriding this method in an inheritor, the base method should be called. More...
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void | WritePosition (Vector3 position) |
| Writes to a position field on this object's networked data with the default Runner position write accuracy. More...
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void | WritePosition (Vector3 position, int *ptr) |
| Writes to a position field on the networked data pointed by ptr with the default Runner position write accuracy. More...
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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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override void | FixedUpdateNetwork () |
| Fusion FixedUpdate timing callback. 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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static Vector3 | ReadPosition (int *ptr, ReadAccuracy readAccuracy) |
| Reads from a position field on the networked data pointed by ptr with the defined readAccuracy . More...
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static void | WritePosition (Vector3 position, int *ptr, WriteAccuracy writeAccuracy) |
| Writes to a position field on the networked data pointed by ptr with the defined writeAccuracy . More...
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static NetworkBehaviourUtils.DictionaryInitializer< K, V > | MakeInitializer< K, V > (Dictionary< K, V > dictionary) |
| This is a special method that is meant to be used only for [Networked] properties inline initialization. More...
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static NetworkBehaviourUtils.ArrayInitializer< T > | MakeInitializer< T > (T[] array) |
| This is a special method that is meant to be used only for [Networked] properties inline initialization. More...
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static T * | MakePtr< T > () |
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static T * | MakePtr< T > (T defaultValue) |
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static ref T | MakeRef< T > () |
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static ref T | MakeRef< T > (T defaultValue) |
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static int | NetworkDeserialize (NetworkRunner runner, byte *data, ref NetworkBehaviour result) |
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static int | NetworkSerialize (NetworkRunner runner, NetworkBehaviour obj, byte *data) |
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static NetworkBehaviour | NetworkUnwrap (NetworkRunner runner, NetworkBehaviourId wrapper) |
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static NetworkBehaviourId | NetworkWrap (NetworkRunner runner, NetworkBehaviour obj) |
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static implicit | operator NetworkBehaviourId (NetworkBehaviour behaviour) |
| Converts NetworkBehaviour to NetworkBehaviourId More...
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static void | DestroyBehaviour (Behaviour behaviour) |
| Wrapper for Unity's GameObject.Destroy() More...
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virtual void | Awake () |
| Implements Unity's Awake event function. If overriding this method in an inheritor, the base method should be called. More...
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virtual void | CopyFromBufferToEngine () |
| Sets the position value retrieved from the networked data to the engine's position field. If overriding this method in an inheritor, the base method should be called. More...
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virtual void | CopyFromEngineToBuffer () |
| Sets the position value retrieved from the engine (Unity) to the respective networked field. If overriding this method in an inheritor, the base method should be called. More...
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virtual Vector3 | GetEnginePosition () |
| Gets the position value from the engine. By default, the world position is set to be the output. More...
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virtual void | OnEnable () |
| Implements Unity's OnEnable event function. If overriding this method in an inheritor, the base method should be called. More...
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virtual void | SetEnginePosition (Vector3 pos) |
| Sets a position value to the engine. By default, the value is set to the transform's world position field. More...
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virtual int | BaseWordCount [get] |
| Number of words used by this class on the networked data buffer, including all inherited fields, to serve for reference to inheritors. More...
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override int | PositionWordOffset [get] |
| Implements NetworkAreaOfInterestBehaviour by defining the word offset from the base pointer to the field that carries the position data used for Area of Interest management. More...
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Transform | Transform [get] |
| Cached GameObject.transform reference. More...
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abstract int | PositionWordOffset [get] |
| The int* offset for the Ptr, for the memory location of the position data. More...
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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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Replicates a Unity Transform's position state from the NetworkObject.StateAuthority to all other peers. Rotation is NOT networked. For that, see NetworkPositionRotation or NetworkTransform. A NetworkObject is required on this GameObject or a parent of this GameObject.
This component does not interpolate visuals. In order to do that, use a NetworkTransform.