This is the complete list of members for NetworkRunner, including all inherited members.
ActivePlayers | NetworkRunner | |
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 | |
AuthenticationValues | NetworkRunner | |
BuildType | NetworkRunner | static |
BuildTypes enum name | NetworkRunner | |
BurstDeltaCompressor (defined in NetworkRunner) | NetworkRunner | static |
CloudConnectionLost | NetworkRunner | static |
CloudConnectionLostHandler(NetworkRunner networkRunner, ShutdownReason shutdownReason, bool reconnecting) | NetworkRunner | |
Config | NetworkRunner | |
CurrentConnectionType | NetworkRunner | |
CurrentScene | NetworkRunner | |
DeltaTime | NetworkRunner | |
Despawn(NetworkObject networkObject, bool allowPredicted=false) | NetworkRunner | |
DestroyBehaviour(Behaviour behaviour) | Behaviour | static |
Disconnect(PlayerRef player) | NetworkRunner | |
EnsureRunnerSceneIsActive(out Scene previousActiveScene) | NetworkRunner | |
Exists(NetworkObject obj) | NetworkRunner | |
Exists(NetworkId id) | NetworkRunner | |
FindObject(NetworkId oref) | NetworkRunner | |
GameMode | NetworkRunner | |
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() | NetworkRunner | static |
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) | NetworkRunner | static |
GetRunnerForScene(Scene scene) | NetworkRunner | static |
HasAnyActiveConnections() (defined in NetworkRunner) | 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 | |
InterpolationRenderTime | NetworkRunner | |
InvokeSceneLoadDone() | NetworkRunner | |
InvokeSceneLoadStart() | NetworkRunner | |
IsClient | NetworkRunner | |
IsCloudReady | NetworkRunner | |
IsConnectedToServer | NetworkRunner | |
IsFirstTick | NetworkRunner | |
IsForward | NetworkRunner | |
IsHostMigrationEnabled | NetworkRunner | |
IsInSession | NetworkRunner | |
IsLastTick | NetworkRunner | |
IsMultiplePeerSceneTemp | NetworkRunner | |
IsPlayer | NetworkRunner | |
IsPlayerActive(PlayerRef player) | NetworkRunner | |
IsPlayerValid(PlayerRef player) | NetworkRunner | |
IsResimulation | NetworkRunner | |
IsResume | NetworkRunner | |
IsRunning | NetworkRunner | |
IsServer | NetworkRunner | |
IsSharedModeMasterClient | NetworkRunner | |
IsShutdown | NetworkRunner | |
IsSinglePlayer | NetworkRunner | |
IsStarting | NetworkRunner | |
IsVisible | NetworkRunner | |
JoinSessionLobby(SessionLobby sessionLobby, string lobbyID=null, AuthenticationValues authentication=null, AppSettings customAppSettings=null, bool? useDefaultCloudPorts=false, bool useCachedRegions=false) | NetworkRunner | |
LagCompensation | NetworkRunner | |
LobbyInfo | NetworkRunner | |
LocalPlayer | NetworkRunner | |
Mode | NetworkRunner | |
MoveToRunnerScene(GameObject go) | NetworkRunner | |
MoveToRunnerScene< T >(T component) | NetworkRunner | |
MultiplePeerUnityScene | NetworkRunner | |
NATType | NetworkRunner | |
ObjectPool | NetworkRunner | |
OnBeforeSpawned(NetworkRunner runner, NetworkObject obj) | NetworkRunner | |
ProvideInput | NetworkRunner | |
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 | |
SceneManager | NetworkRunner | |
SendReliableDataToPlayer(PlayerRef player, byte[] data) | NetworkRunner | |
SendReliableDataToServer(byte[] data) | NetworkRunner | |
SendRpc(SimulationMessage *message) | NetworkRunner | |
SendRpc(SimulationMessage *message, out RpcSendResult info) | NetworkRunner | |
SessionInfo | NetworkRunner | |
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 | |
Simulation | NetworkRunner | |
SimulationRenderTime | 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, 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 | |
Stage | NetworkRunner | |
StartGame(StartGameArgs args) | NetworkRunner | |
State | NetworkRunner | |
States enum name | NetworkRunner | |
Tick | NetworkRunner | |
TicksExecuted | NetworkRunner | |
Topology | NetworkRunner | |
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 | |
UserId | NetworkRunner |