Photon Fusion 1.1.9

NetworkRunner Member List

This is the complete list of members for NetworkRunner, including all inherited members.

ActivePlayersNetworkRunner
AddBehaviour< T >()Behaviour
AddCallbacks(params INetworkRunnerCallbacks[] callbacks)NetworkRunner
AddGlobal< T >() (defined in NetworkRunner)NetworkRunner
AddOrGetGlobal< T >()NetworkRunner
AddPlayerAreaOfInterest(PlayerRef player, Vector3 position, float extent, int layersMask=-1)NetworkRunner
AddSimulationBehaviour(SimulationBehaviour behaviour, NetworkObject obj=null)NetworkRunner
Attach(NetworkObject networkObject, PlayerRef? inputAuthority=null)NetworkRunner
AuthenticationValuesNetworkRunner
BuildTypeNetworkRunnerstatic
BuildTypes enum nameNetworkRunner
BurstDeltaCompressor (defined in NetworkRunner)NetworkRunnerstatic
ConfigNetworkRunner
CurrentConnectionTypeNetworkRunner
CurrentSceneNetworkRunner
DeltaTimeNetworkRunner
Despawn(NetworkObject networkObject, bool allowPredicted=false)NetworkRunner
DestroyBehaviour(Behaviour behaviour)Behaviourstatic
Disconnect(PlayerRef player)NetworkRunner
EnsureRunnerSceneIsActive(out Scene previousActiveScene)NetworkRunner
Exists(NetworkObject obj)NetworkRunner
Exists(NetworkId id)NetworkRunner
FindObject(NetworkId oref)NetworkRunner
GameModeNetworkRunner
GetAllBehaviours(Type type)NetworkRunner
GetAllBehaviours< T >() (defined in NetworkRunner)NetworkRunner
GetAllBehaviours< T >(List< T > result) (defined in NetworkRunner)NetworkRunner
GetBehaviour< T >()Behaviour
GetGlobal< T >() (defined in NetworkRunner)NetworkRunner
GetHashCodeForLogger() (defined in NetworkRunner)NetworkRunner
GetInputForPlayer< T >(PlayerRef player)NetworkRunner
GetInstancesEnumerator()NetworkRunnerstatic
GetInterfaceListHead(Type type, int index) (defined in NetworkRunner)NetworkRunner
GetInterfaceListHead(Type type, int index, out SimulationBehaviour head) (defined in NetworkRunner)NetworkRunner
GetInterfaceListNext(SimulationBehaviour behaviour) (defined in NetworkRunner)NetworkRunner
GetInterfaceListPrev(SimulationBehaviour behaviour) (defined in NetworkRunner)NetworkRunner
GetInterfaceListsCount(Type type) (defined in NetworkRunner)NetworkRunner
GetInterpolationData(NetworkBehaviour behaviour, bool predicted, out InterpolationData data)NetworkRunner
GetPhysicsScene()NetworkRunner
GetPhysicsScene2D()NetworkRunner
GetPlayerActorId(PlayerRef player)NetworkRunner
GetPlayerConnectionToken(PlayerRef player=default)NetworkRunner
GetPlayerConnectionType(PlayerRef player)NetworkRunner
GetPlayerObject(PlayerRef player)NetworkRunner
GetPlayerRtt(PlayerRef playerRef)NetworkRunner
GetPlayerUserId(PlayerRef player=default)NetworkRunner
GetRawInputForPlayer(PlayerRef player)NetworkRunner
GetResumeSnapshotNetworkObjects()NetworkRunner
GetResumeSnapshotNetworkSceneObjects()NetworkRunner
GetRpcTargetStatus(PlayerRef target) (defined in NetworkRunner)NetworkRunner
GetRunnerForGameObject(GameObject gameObject)NetworkRunnerstatic
GetRunnerForScene(Scene scene)NetworkRunnerstatic
HasAnyActiveConnections() (defined in NetworkRunner)NetworkRunner
InstancesNetworkRunnerstatic
InstantiateInRunnerScene(GameObject original, Vector3 position, Quaternion rotation)NetworkRunner
InstantiateInRunnerScene(GameObject original)NetworkRunner
InstantiateInRunnerScene< T >(T original)NetworkRunner
InstantiateInRunnerScene< T >(T original, Vector3 position, Quaternion rotation)NetworkRunner
InterpolationRenderTimeNetworkRunner
InvokeSceneLoadDone()NetworkRunner
InvokeSceneLoadStart()NetworkRunner
IsClientNetworkRunner
IsCloudReadyNetworkRunner
IsConnectedToServerNetworkRunner
IsFirstTickNetworkRunner
IsForwardNetworkRunner
IsHostMigrationEnabledNetworkRunner
IsLastTickNetworkRunner
IsMultiplePeerSceneTempNetworkRunner
IsPlayerNetworkRunner
IsPlayerActive(PlayerRef player)NetworkRunner
IsPlayerValid(PlayerRef player)NetworkRunner
IsResimulationNetworkRunner
IsResumeNetworkRunner
IsRunningNetworkRunner
IsServerNetworkRunner
IsSharedModeMasterClientNetworkRunner
IsShutdownNetworkRunner
IsSinglePlayerNetworkRunner
IsStartingNetworkRunner
IsVisibleNetworkRunner
JoinSessionLobby(SessionLobby sessionLobby, string lobbyID=null, AuthenticationValues authentication=null, AppSettings customAppSettings=null, bool? useDefaultCloudPorts=false)NetworkRunner
LagCompensationNetworkRunner
LobbyInfoNetworkRunner
LocalPlayerNetworkRunner
ModeNetworkRunner
MoveToRunnerScene(GameObject go)NetworkRunner
MoveToRunnerScene< T >(T component)NetworkRunner
MultiplePeerUnitySceneNetworkRunner
NATTypeNetworkRunner
ObjectPoolNetworkRunner
OnBeforeSpawned(NetworkRunner runner, NetworkObject obj)NetworkRunner
ProvideInputNetworkRunner
PushHostMigrationSnapshot()NetworkRunner
RegisterSceneObjects(IEnumerable< NetworkObject > objects) (defined in NetworkRunner)NetworkRunner
RegisterUniqueObjects(IEnumerable< NetworkObject > objects) (defined in NetworkRunner)NetworkRunner
RemoveCallbacks(params INetworkRunnerCallbacks[] callbacks)NetworkRunner
RemoveGlobal< T >()NetworkRunner
RemoveSimulationBehavior(SimulationBehaviour behaviour)NetworkRunner
SceneManagerNetworkRunner
SendReliableDataToPlayer(PlayerRef player, byte[] data)NetworkRunner
SendReliableDataToServer(byte[] data)NetworkRunner
SendRpc(SimulationMessage *message)NetworkRunner
SendRpc(SimulationMessage *message, out RpcSendResult info)NetworkRunner
SessionInfoNetworkRunner
SetActiveScene(SceneRef scene)NetworkRunner
SetInterestGroup(NetworkObject obj, PlayerRef player, string group, bool interested)NetworkRunner
SetPlayerAlwaysInterested(PlayerRef player, NetworkObject networkObject, bool alwaysInterested)NetworkRunner
SetPlayerObject(PlayerRef player, NetworkObject networkObject)NetworkRunner
SetSimulationState(NetworkObject obj, bool simulate)NetworkRunner
Shutdown(bool destroyGameObject=true, ShutdownReason shutdownReason=ShutdownReason.Ok, bool forceShutdownProcedure=false)NetworkRunner
SimulationNetworkRunner
SimulationRenderTimeNetworkRunner
SimulationTimeNetworkRunner
SimulationUnitySceneNetworkRunner
SinglePlayerContinue()NetworkRunner
SinglePlayerPause()NetworkRunner
SinglePlayerPause(bool paused)NetworkRunner
Spawn(GameObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkObjectPredictionKey? predictionKey=null, bool syncPhysics=true)NetworkRunner
Spawn(NetworkObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkObjectPredictionKey? predictionKey=null, bool syncPhysics=true)NetworkRunner
Spawn(NetworkPrefabRef prefabRef, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkObjectPredictionKey? predictionKey=null)NetworkRunner
Spawn(NetworkPrefabAsset prefabAsset, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkObjectPredictionKey? predictionKey=null)NetworkRunner
Spawn(NetworkObjectGuid prefabGuid, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkObjectPredictionKey? predictionKey=null, bool syncPhysics=true)NetworkRunner
Spawn(NetworkPrefabId prefabId, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkObjectPredictionKey? predictionKey=null, bool syncPhysics=true, NetworkObject resumeNO=null)NetworkRunner
Spawn< T >(T prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkObjectPredictionKey? predictionKey=null, bool syncPhysics=true)NetworkRunner
StageNetworkRunner
StartGame(StartGameArgs args)NetworkRunner
StateNetworkRunner
States enum nameNetworkRunner
TickNetworkRunner
TicksExecutedNetworkRunner
TopologyNetworkRunner
TryFindBehaviour(NetworkBehaviourId bref, out NetworkBehaviour behaviour)NetworkRunner
TryFindBehaviour< T >(NetworkBehaviourId id, out T behaviour) (defined in NetworkRunner)NetworkRunner
TryFindObject(NetworkId oref, out NetworkObject obj)NetworkRunner
TryGetBehaviour< T >(out T behaviour)Behaviour
TryGetInputForPlayer< T >(PlayerRef player, out T input)NetworkRunner
TryGetNetworkedBehaviourFromNetworkedObjectRef< T >(NetworkId id)NetworkRunner
TryGetNetworkedBehaviourId(NetworkBehaviour behaviour) (defined in NetworkRunner)NetworkRunner
TryGetObjectRefFromNetworkedBehaviour(NetworkBehaviour behaviour) (defined in NetworkRunner)NetworkRunner
TryGetPlayerObject(PlayerRef player, out NetworkObject networkObject) (defined in NetworkRunner)NetworkRunner
TryMultiplePeerAssignTempScene()NetworkRunner
UserIdNetworkRunner