Replicates Unity parenting. To network parent changes, the new parent must either be null or have a NetworkTransformAnchor or class derived from that on the GameObject, and the GameObject being re-parented also requires a NetworkTransformAnchor based Component. A NetworkObject is required on this GameObject or a parent of this GameObject.
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virtual void | AfterAllTicks (bool resimulation, int tickCount) |
| Called after the resimulation loop (when applicable), and also after the forward simulation loop. Only called on Updates where resimulation or forward ticks are processed. More...
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virtual void | BeforeAllTicks (bool resimulation, int tickCount) |
| Called before the resimulation loop (when applicable), and also before the forward simulation loop. Only called on Updates where resimulation or forward ticks are processed. More...
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virtual void | BeforeCopyPreviousState () |
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override void | CopyBackingFieldsToState (bool firstTime) |
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virtual void | RemotePrefabCreated () |
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override 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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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 | Spawned () |
| Post spawn callback. 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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Transform | InterpolationTarget [get, set] |
| The Transform object used for interpolation. Should be a non-physics GameObject. Typically a child of this GameObject without colliders, or a separate GameObject without colliders. More...
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override int | PositionWordOffset [get] |
| Gets the Ptr offset of the Position values in allocated memory. More...
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Transform | Transform [get] |
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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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enum class | InterpolationDataSources |
| Options for which time frame this object will render in. 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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bool | InvokeRpc |
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int | ObjectIndex |
| The index of this NetworkBehaviour, in the NetworkObject.NetworkedBehaviours array. More...
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int | offset |
| Gives access to the offset (in 32 bit words) and count (in 32 bit words) of this behaviour backing data More...
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int * | Ptr |
| Pointer to the allocated memory associated with this Object. More...
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NetworkObject | Object |
| The NetworkObject this component is associated with. May be null if this GameObject does not have a NetworkObject. More...
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NetworkRunner | Runner |
| The NetworkRunner this component is associated with. More...
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Replicates Unity parenting. To network parent changes, the new parent must either be null or have a NetworkTransformAnchor or class derived from that on the GameObject, and the GameObject being re-parented also requires a NetworkTransformAnchor based Component. A NetworkObject is required on this GameObject or a parent of this GameObject.