Photon Fusion 1.1.11

Public Member Functions | Public Attributes | Properties | List of all members
SimulationBehaviour Class Reference

Base class for a Fusion aware Behaviour (derived from UnityEngine.MonoBehavour). Objects derived from this object can be associated with a NetworkRunner and Simulation. If a parent NetworkObject is found, this component will also be associated with that network entity. More...

Inherits Behaviour, and ILogBuilder.

Inherited by HitboxManager, NetworkBehaviour, NetworkPhysicsSimulation2D, and NetworkPhysicsSimulation3D.

Public Member Functions

virtual void FixedUpdateNetwork ()
 Fusion FixedUpdate timing callback. More...
 
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...
 
- Public Member Functions inherited from Behaviour
AddBehaviour< T > ()
 Wrapper for Unity's GameObject.AddComponent() More...
 
GetBehaviour< T > ()
 Wrapper for Unity's GameObject.GetComponentInChildren() More...
 
bool TryGetBehaviour< T > (out T behaviour)
 Wrapper for Unity's GameObject.TryGetComponent() More...
 

Public Attributes

NetworkObject Object
 The NetworkObject this component is associated with. May be null if this GameObject does not have a NetworkObject. More...
 
NetworkRunner Runner
 The NetworkRunner this component is associated with. More...
 

Properties

bool CanReceiveCallback [get]
 
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...
 
virtual bool? HasStateAuthority [get]
 Returns true if the associated NetworkRunner is the State Authority for this network entity. More...
 
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...
 

Additional Inherited Members

- Static Public Member Functions inherited from Behaviour
static void DestroyBehaviour (Behaviour behaviour)
 Wrapper for Unity's GameObject.Destroy() More...
 

Detailed Description

Base class for a Fusion aware Behaviour (derived from UnityEngine.MonoBehavour). Objects derived from this object can be associated with a NetworkRunner and Simulation. If a parent NetworkObject is found, this component will also be associated with that network entity.

Member Function Documentation

◆ FixedUpdateNetwork()

virtual void FixedUpdateNetwork ( )
virtual

◆ Render()

virtual void Render ( )
virtual

Post simulation frame rendering callback. Runs after all simulations have finished. Use in place of Unity's Update when Fusion is handling Physics.

Reimplemented in NetworkTransformObsolete, NetworkTransformAnchor, and NetworkTransform.

Member Data Documentation

◆ Object

NetworkObject Object

The NetworkObject this component is associated with. May be null if this GameObject does not have a NetworkObject.

◆ Runner

NetworkRunner Runner

The NetworkRunner this component is associated with.

Property Documentation

◆ HasInputAuthority

virtual bool? HasInputAuthority
get

Returns true if the Simulation.LocalPlayer of the associated NetworkRunner is the designated as Input Authority for this network entity.

◆ HasStateAuthority

virtual bool? HasStateAuthority
get

Returns true if the associated NetworkRunner is the State Authority for this network entity.

◆ IsProxy

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.