Photon Fusion
2.0.8
This is the complete list of members for NetworkRunner, including all inherited members.
| ActivePlayers | NetworkRunner | |
| AddBehaviour< T >() | Behaviour | |
| AddCallbacks(params INetworkRunnerCallbacks[] callbacks) | NetworkRunner | |
| AddGlobal(SimulationBehaviour instance) | NetworkRunner | |
| AddPlayerAreaOfInterest(PlayerRef player, Vector3 center, float radius) | NetworkRunner | |
| Attach(NetworkObject networkObject, PlayerRef? inputAuthority=null, bool allocate=true, bool? masterClientObjectOverride=null) | NetworkRunner | |
| Attach(NetworkObject[] networkObjects, PlayerRef? inputAuthority=null, bool allocate=true, bool? masterClientObjectOverride=null) | NetworkRunner | |
| AuthenticationValues | NetworkRunner | |
| BuildType | NetworkRunner | static |
| BuildTypes enum name | NetworkRunner | |
| CanSpawn | NetworkRunner | |
| ClearPlayerAreaOfInterest(PlayerRef player) | NetworkRunner | |
| CloudAddressRewriter | NetworkRunner | |
| CloudConnectionLost | NetworkRunner | static |
| CloudConnectionLostHandler(NetworkRunner networkRunner, ShutdownReason shutdownReason, bool reconnecting) | NetworkRunner | |
| CommittedPlayers | NetworkRunner | |
| Config | NetworkRunner | |
| CurrentConnectionType | NetworkRunner | |
| DeltaTime | NetworkRunner | |
| Despawn(NetworkObject networkObject) | NetworkRunner | |
| DestroyBehaviour(Behaviour behaviour) | Behaviour | static |
| DestroySingleton< T >() | NetworkRunner | |
| Disconnect(PlayerRef player, byte[] token=null) | NetworkRunner | |
| EnsureRunnerSceneIsActive(out Scene previousActiveScene) | NetworkRunner | |
| Exists(NetworkObject obj) | NetworkRunner | |
| Exists(NetworkId id) | NetworkRunner | |
| FailedToResolveNetworkObject | NetworkRunner | |
| FailedToResolveNetworkObjectDelegate(NetworkRunner runner, NetworkId id) | NetworkRunner | |
| FindObject(NetworkId networkId) | NetworkRunner | |
| GameMode | NetworkRunner | |
| GetAllBehaviours(Type type) | NetworkRunner | |
| GetAllBehaviours< T >() | NetworkRunner | |
| GetAllBehaviours< T >(List< T > result) | NetworkRunner | |
| GetAllNetworkObjects() | NetworkRunner | |
| GetAllNetworkObjects(List< NetworkObject > result) | NetworkRunner | |
| GetAreaOfInterestGizmoData(List<(Vector3 center, Vector3 size, int playerCount, int objectCount)> result) | NetworkRunner | |
| GetAvailableRegions(string appId=default, CancellationToken cancellationToken=default) | NetworkRunner | static |
| GetBehaviour< T >() | Behaviour | |
| GetInputForPlayer< T >(PlayerRef player) | NetworkRunner | |
| GetInstancesEnumerator() | NetworkRunner | static |
| GetInterfaceListHead(Type type, int index, out SimulationBehaviour head) | NetworkRunner | |
| GetInterfaceListNext(SimulationBehaviour behaviour) | NetworkRunner | |
| GetInterfaceListPrev(SimulationBehaviour behaviour) | NetworkRunner | |
| GetInterfaceListsCount(Type type) | NetworkRunner | |
| GetMemorySnapshot(MemoryStatisticsSnapshot.TargetAllocator targetAllocator, ref MemoryStatisticsSnapshot snapshot) | NetworkRunner | |
| GetObjectsInAreaOfInterestForPlayer(PlayerRef player) | 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) | NetworkRunner | |
| GetRunnerForGameObject(GameObject gameObject) | NetworkRunner | static |
| GetRunnerForScene(Scene scene) | NetworkRunner | static |
| GetSceneRef(string sceneNameOrPath) | NetworkRunner | |
| GetSceneRef(GameObject gameObj) | NetworkRunner | |
| GetSingleton< T >() | NetworkRunner | |
| HasAnyActiveConnections() | NetworkRunner | |
| HasSingleton< T >() | NetworkRunner | |
| Instances | NetworkRunner | static |
| 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 | |
| InvokeSceneLoadDone(in SceneLoadDoneArgs info) | NetworkRunner | |
| InvokeSceneLoadStart(SceneRef sceneRef) | NetworkRunner | |
| IsClient | NetworkRunner | |
| IsCloudReady | NetworkRunner | |
| IsConnectedToServer | NetworkRunner | |
| IsFirstTick | NetworkRunner | |
| IsForward | NetworkRunner | |
| IsInSession | NetworkRunner | |
| IsInterestedIn(NetworkObject obj, PlayerRef player) | NetworkRunner | |
| IsLastTick | NetworkRunner | |
| IsPlayer | NetworkRunner | |
| IsPlayerCommitted(PlayerRef player) | NetworkRunner | |
| IsPlayerValid(PlayerRef player) | NetworkRunner | |
| IsResimulation | NetworkRunner | |
| IsResume | NetworkRunner | |
| IsRunning | NetworkRunner | |
| IsSceneAuthority | NetworkRunner | |
| IsSceneManagerBusy | NetworkRunner | |
| IsServer | NetworkRunner | |
| IsSharedModeMasterClient | NetworkRunner | |
| IsShutdown | NetworkRunner | |
| IsSimulationUpdating | NetworkRunner | |
| IsSinglePlayer | NetworkRunner | |
| IsStarting | NetworkRunner | |
| JoinSessionLobby(SessionLobby sessionLobby, string lobbyID=null, AuthenticationValues authentication=null, FusionAppSettings customAppSettings=null, bool? useDefaultCloudPorts=false, CancellationToken cancellationToken=default, bool useCachedRegions=true) | NetworkRunner | |
| LagCompensation | NetworkRunner | |
| LatestServerTick | NetworkRunner | |
| LoadScene(string sceneName, LoadSceneParameters parameters, bool setActiveOnLoad=DefaultSetActiveOnLoad) | NetworkRunner | |
| LoadScene(string sceneName, LoadSceneMode loadSceneMode=LoadSceneMode.Single, LocalPhysicsMode localPhysicsMode=LocalPhysicsMode.None, bool setActiveOnLoad=DefaultSetActiveOnLoad) | NetworkRunner | |
| LoadScene(SceneRef sceneRef, LoadSceneMode loadSceneMode=LoadSceneMode.Single, LocalPhysicsMode localPhysicsMode=LocalPhysicsMode.None, bool setActiveOnLoad=DefaultSetActiveOnLoad) | NetworkRunner | |
| LoadScene(SceneRef sceneRef, LoadSceneParameters parameters, bool setActiveOnLoad=DefaultSetActiveOnLoad) | NetworkRunner | |
| LobbyInfo | NetworkRunner | |
| LocalAddress | NetworkRunner | |
| LocalAlpha | NetworkRunner | |
| LocalPlayer | NetworkRunner | |
| LocalRenderTime | NetworkRunner | |
| MakeDontDestroyOnLoad(GameObject obj) | NetworkRunner | |
| Mode | NetworkRunner | |
| MoveGameObjectToSameScene(GameObject gameObj, GameObject other) | NetworkRunner | |
| MoveGameObjectToScene(GameObject gameObj, SceneRef sceneRef) | NetworkRunner | |
| MoveToRunnerScene(GameObject instance, SceneRef? targetSceneRef=null) | NetworkRunner | |
| MoveToRunnerScene< T >(T component) | NetworkRunner | |
| NATType | NetworkRunner | |
| ObjectAcquired | NetworkRunner | |
| ObjectDelegate(NetworkRunner runner, NetworkObject obj) | NetworkRunner | |
| ObjectProvider | NetworkRunner | |
| OnBeforeSpawned(NetworkRunner runner, NetworkObject obj) | NetworkRunner | |
| Prefabs | NetworkRunner | |
| ProvideInput | NetworkRunner | |
| PushHostMigrationSnapshot() | NetworkRunner | |
| RegisterSceneObjects(SceneRef scene, NetworkObject[] objects, NetworkSceneLoadId loadId=default) | NetworkRunner | |
| ReleaseStateAuthority(NetworkId id) | NetworkRunner | |
| ReliableDataSendRate | NetworkRunner | |
| RemoteRenderTime | NetworkRunner | |
| RemoveCallbacks(params INetworkRunnerCallbacks[] callbacks) | NetworkRunner | |
| RemoveGlobal(SimulationBehaviour instance) | NetworkRunner | |
| RenderInternal() | NetworkRunner | |
| RequestStateAuthority(NetworkId id) | NetworkRunner | |
| SceneManager | NetworkRunner | |
| SendReliableDataToPlayer(PlayerRef player, ReliableKey key, byte[] data) | NetworkRunner | |
| SendReliableDataToServer(ReliableKey key, byte[] data) | NetworkRunner | |
| SendRpc(SimulationMessage *message) | NetworkRunner | |
| SendRpc(SimulationMessage *message, out RpcSendResult info) | NetworkRunner | |
| SessionInfo | NetworkRunner | |
| SetAreaOfInterestCellSize(int size) | NetworkRunner | |
| SetAreaOfInterestGrid(int x, int y, int z) | NetworkRunner | |
| SetBehaviourReplicateTo(NetworkBehaviour behaviour, PlayerRef player, bool replicate) | NetworkRunner | |
| SetBehaviourReplicateToAll(NetworkBehaviour behaviour, bool replicate) | NetworkRunner | |
| SetIsSimulated(NetworkObject obj, bool simulate) | NetworkRunner | |
| SetMasterClient(PlayerRef player) | NetworkRunner | |
| SetPlayerAlwaysInterested(PlayerRef player, NetworkObject networkObject, bool alwaysInterested) | NetworkRunner | |
| SetPlayerObject(PlayerRef player, NetworkObject networkObject) | NetworkRunner | |
| SetSimulateMultiPeerPhysics(bool value) | NetworkRunner | |
| Shutdown(bool destroyGameObject=true, ShutdownReason shutdownReason=ShutdownReason.Ok, bool forceShutdownProcedure=false) | NetworkRunner | |
| SimulationTime | NetworkRunner | |
| SimulationUnityScene | NetworkRunner | |
| SinglePlayerContinue() | NetworkRunner | |
| SinglePlayerPause() | NetworkRunner | |
| SinglePlayerPause(bool paused) | NetworkRunner | |
| Spawn(GameObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| Spawn(NetworkObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| Spawn(NetworkPrefabRef prefabRef, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| Spawn(NetworkObjectGuid prefabGuid, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| Spawn(NetworkPrefabId typeId, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| Spawn< T >(T prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| SpawnAsync(GameObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
| SpawnAsync(NetworkObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
| SpawnAsync(NetworkPrefabRef prefabRef, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
| SpawnAsync(NetworkObjectGuid prefabGuid, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
| SpawnAsync(NetworkPrefabId typeId, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
| SpawnAsync< T >(T prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
| Stage | NetworkRunner | |
| StartGame(StartGameArgs args) | NetworkRunner | |
| State | NetworkRunner | |
| States enum name | NetworkRunner | |
| Tick | NetworkRunner | |
| TickRate | NetworkRunner | |
| TicksExecuted | NetworkRunner | |
| Topology | NetworkRunner | |
| TryFindBehaviour(NetworkBehaviourId behaviourId, out NetworkBehaviour behaviour) | NetworkRunner | |
| TryFindBehaviour< T >(NetworkBehaviourId id, out T behaviour) | NetworkRunner | |
| TryFindObject(NetworkId objectId, out NetworkObject networkObject) | NetworkRunner | |
| TryGetBehaviour< T >(out T behaviour) | Behaviour | |
| TryGetBehaviourStatistics(Type behaviourType, out BehaviourStatisticsSnapshot behaviourStatisticsSnapshot) | NetworkRunner | |
| TryGetFusionStatistics(out FusionStatisticsManager statisticsManager) | NetworkRunner | |
| TryGetInputForPlayer< T >(PlayerRef player, out T input) | NetworkRunner | |
| TryGetNetworkedBehaviourFromNetworkedObjectRef< T >(NetworkId networkId) | NetworkRunner | |
| TryGetNetworkedBehaviourId(NetworkBehaviour behaviour) | NetworkRunner | |
| TryGetObjectRefFromNetworkedBehaviour(NetworkBehaviour behaviour) | NetworkRunner | |
| TryGetPhysicsInfo(out NetworkPhysicsInfo info) | NetworkRunner | |
| TryGetPlayerObject(PlayerRef player, out NetworkObject networkObject) | NetworkRunner | |
| TryGetSceneInfo(out NetworkSceneInfo sceneInfo) | NetworkRunner | |
| TrySetPhysicsInfo(NetworkPhysicsInfo info) | NetworkRunner | |
| TrySpawn(GameObject prefab, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| TrySpawn(NetworkObject prefab, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| TrySpawn(NetworkPrefabRef prefabRef, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| TrySpawn(NetworkObjectGuid prefabGuid, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| TrySpawn(NetworkPrefabId typeId, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| TrySpawn< T >(T prefab, out T obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
| UnloadScene(string sceneName) | NetworkRunner | |
| UnloadScene(SceneRef sceneRef) | NetworkRunner | |
| UpdateInternal(double dt) | NetworkRunner | |
| UserId | NetworkRunner |