Classes | |
struct | Accuracy |
Indicates the rounding factor of compressed values. All values will be truncated to the nearest multiple of this. More... | |
class | AccuracyAttribute |
Additional companion attribute to NetworkedAttribute, which indicates how floats should be compressed. More... | |
class | AccuracyDefaults |
Class that contains global accuracy information. Built-in named defaults can be edited, or custom named defaults can be created. These defaults allow you to change accuracy settings across an entire project. More... | |
struct | Angle |
A Networked fusion type for degrees. This can be used with the NetworkedAttribute, in RPCs, or in NetworkInput structs. More... | |
class | AuthorityMasks |
Flag constants for input and state authority. More... | |
class | Behaviour |
Alternative base class to Unity's MonoBehaviour. This allows for components that work both in Unity, as well as the Photon relays. More... | |
class | BehaviourActionAttribute |
Attribute for use on Fusion.Behaviour classes. Automatically runs this method when the inspector refreshes. GUILayout calls be in the method and will render into the inspector. Allows for editor code to be added to a component, without requiring a custom Editor script. More... | |
class | BehaviourButtonActionAttribute |
Attribute for use on Fusion.Behaviour classes. Automatically creates a button in the inspector of Behaviour derived classes. Can be used on Fields or Method member types. For fields, the name of the method the button will execute must be supplied. When used on methods, that method will be called. More... | |
class | BehaviourWarnAttribute |
Attribute for use on Fusion.Behaviour classes. Automatically draws a warning box in the inspector if the conditions are met. More... | |
class | CastEnumAttribute |
Casts an enum or int value in the inspector to specific enum type for rendering of its popup list. Supplying a method name rather than a type allows a property with the type Type to be used to dynamically get the enum type. More... | |
struct | Changed |
Wrapping struct around changed behaviours which allows you to load old and new values. More... | |
class | DoIfAttribute |
Fusion editor attribute for selective editor rendering. Condition member can be a property, field or method (with a return value). More... | |
class | DrawIfAttribute |
Fusion editor attribute for selectively drawing/hiding fields. Condition member can be a property, field or method (with a return value). More... | |
class | EditorDisabledAttribute |
Fusion editor attribute for disabling fields. More... | |
class | EditorDisabledGroupAttribute |
Fusion editor attribute for disabling groups of fields. More... | |
class | EnumMaskAttribute |
Attribute that indicates an enum should render as multi-select mask drop list in the inspector More... | |
class | HeapConfiguration |
Memory Heap Settings More... | |
class | Hitbox |
Represents a single lag-compensated collider. Multiple component instances can be added anywhere in the hierarchy of a NetworkObject which includes a HitboxRoot. More... | |
class | HitboxManager |
Entry point for lag compensated Hitbox queries, which maintains a history buffer, and provides lag compensated raycast and overlap methods. Singleton instance is accessible through the property Runner.LagCompensation. More... | |
class | HitboxRoot |
Root Hitbox group container. Manages registering/unregistering hitboxes with the group, and defines the broadphase geometry for the group. More... | |
class | HostMigrationToken |
Transitory Holder with all necessary information to restart the Fusion Runner after the Host Migration has completed More... | |
interface | IAfterAllTicks |
Interface for AfterAllTicks callback. Called after the resimulation loop (when applicable), and also after the forward simulation loop. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IAfterClientPredictionReset |
Callback interface for AfterClientPredictionReset. Called at the very start of the resimulation loop (on clients with prediction enabled), immediately after state is set to the latest server snapshot. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IAfterHostMigration |
Used to mark NetworkBehaviors that need to be react after a Host Migration process More... | |
interface | IAfterPhysicsStep |
Interface for AfterPhysicsStep callback. Called immediately after Physics.Simulate(). Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IAfterTick |
Interface for AfterTick callback. Called after each tick simulation completes. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IAfterUpdate |
Interface for the AfterUpdate callback, which is called at the end of each Fusion Update segment. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IBeforeAllTicks |
Interface for BeforeAllTicks callback. Called before the resimulation loop (when applicable), and also before the forward simulation loop. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IBeforeClientPredictionReset |
Callback interface for BeforeClientPredictionReset. Called at the very start of the resimulation loop (on clients with prediction enabled), before state is set to the latest server snapshot. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IBeforeHitboxRegistration |
Interface for BeforeHitboxRegistration callback. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IBeforePhysicsStep |
Interface for BeforePhysicsStep callback. Called immediately before Physics.Simulate(). Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IBeforeTick |
Interface for BeforeTick callback. Called before each tick is simulated. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IBeforeUpdate |
Interface for the BeforeUpdate callback, which is called at the beginning of each Fusion Update segment. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | INetworkInput |
Flag interface for custom NetworkInput structs. More... | |
interface | INetworkObjectPool |
Interface which defines the handlers for NetworkRunner Spawn() and Despawn() actions. Passing an instance of this interface to NetworkRunner.StartGame(StartGameArgs) as the StartGameArgs.ObjectPool argument value will assign that instance as the handler for runner Spawn() and Despawn() actions. By default (if StartGameArgs.ObjectPool == null) actions will use Instantiate(), and Despawn() actions will use Destroy(). More... | |
interface | INetworkRunnerCallbacks |
Interface for NetworkRunner callbacks. Register a class/struct instance which implements this interface with NetworkRunner.AddCallbacks(INetworkRunnerCallbacks[]). More... | |
class | InterpolatedErrorCorrectionSettings |
A set of parameters that tune the interpolated correction of prediction error on transform data. More... | |
interface | IPredictedSpawnBehaviour |
Interface for predicted spawn callbacks. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. More... | |
interface | IRunnerVisibilityRecognizedType |
Flags a Unity component class as a RunnerVisibilityNodes recognized type. Will be included in NetworkRunner.IsVisible handling, and will be found by RunnerVisibilityNodes component finds. More... | |
interface | ISimulationEnter |
Interface for SimulationEnter callback. Called when the NetworkObject joins AreaOfInterest. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. Only applicable to SimulationConfig.StateReplicationModes.EventualConsistency. More... | |
interface | ISimulationExit |
Interface for the SimulationExit callback. Called when the NetworkObject leaves AreaOfInterest. Implement this interface on SimulationBehaviour and NetworkBehaviour classes. Only applicable to SimulationConfig.StateReplicationModes.EventualConsistency. More... | |
struct | LagCompensatedHit |
Defines a lag compensated query hit result. More... | |
class | LagCompensationSettings |
Settings for lag compensation history. More... | |
class | LobbyInfo |
Holds information about a Lobby More... | |
class | MultiPropertyDrawersFixAttribute |
Use in Unity 2020.3, when DecoratingPropertyAttribute-based attributes preceeed a PropertyAttribute that creates a per-attribute drawer. More... | |
class | NestedComponentUtilities |
Tools to replace GetComponent variants that respects nested objects. These are used to find components of a NetworkedObjects without also finding components that belong to parent or child NetworkedObjects. More... | |
class | NetworkAreaOfInterestBehaviour |
Base class for network behaviours which provide a position offset for area of interest. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
struct | NetworkArray |
Fusion type for networking arrays. Maximum capacity is fixed, and is set with the CapacityAttribute. More... | |
class | NetworkBehaviour |
Base class for Fusion network components, which are associated with a NetworkObject. More... | |
struct | NetworkBehaviourCallbackReference |
Reference to an OnChange callback added to a NetworkBehaviour More... | |
class | NetworkCharacterController |
Provides custom API and state replication for collider-based character controller movement (not related to Unity's CharacterController type). Replicates both the internal state (Velocity, MaxSpeed, etc) and the Unity Transform data from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject to control movement and sync the position and/or rotation accurately, including client-side prediction. More... | |
class | NetworkConfiguration |
Main network configuration class. More... | |
struct | NetworkDictionary |
Fusion type for networking Dictionaries. Maximum capacity is fixed, and is set with the CapacityAttribute. More... | |
class | NetworkedAttribute |
class | NetworkEvents |
Companion component for NetworkRunner. Exposes INetworkRunnerCallbacks as UnityEvents, which can be wired up to other components in the inspector. More... | |
struct | NetworkId |
The unique identifier for a network entity. More... | |
struct | NetworkInput |
Translates INetworkInput structs and represents them in Fusions's unsafe allocated memory. More... | |
struct | NetworkLinkedList |
Fusion type for networking LinkedLists. Maximum capacity is fixed, and is set with the CapacityAttribute. Typical Usage: More... | |
class | NetworkMecanimAnimator |
A component for synchronizing the Animator controller state from the State Authority to network proxies. Requires a Unity Animator component, and a NetworkObject component. NOTE: Animator Root Motion is not compatible with re-simulation and prediction. More... | |
class | NetworkObject |
The primary Fusion component for networked GameObject entities. This stores the object's network identity and manages the object's state and input authority. More... | |
struct | NetworkObjectHeader |
Network meta information for a NetworkObject. More... | |
class | NetworkPhysicsSimulation2D |
Fusion component for handling Physics2D.SyncTransforms() and Physics2D.Simulate(). Only used when NetworkProjectConfig.PhysicsEngines.Physics2D == true. More... | |
class | NetworkPhysicsSimulation3D |
Fusion component for handling Physics.SyncTransforms() and Physics.Simulate(). Only used when NetworkProjectConfig.PhysicsEngines.Physics3D == true. More... | |
class | NetworkPosition |
Replicates a Unity Transform's position state from the NetworkObject.StateAuthority to all other peers. Rotation is NOT networked. For that, see NetworkPositionRotation or NetworkTransform. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
class | NetworkPositionRotation |
Replicates a Unity Transform's position and rotation states from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject to sync the position and rotation. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
class | NetworkPrefabAsset |
Represents a base class for "prefab assets" - assets that point to a prefab and provide a way to load them. More... | |
class | NetworkPrefabAssetMissing |
Placeholder kept after a prefab is removed or made not spawnable. If the prefab is restored/made spawnable again, the type of this asset will change to NetworkPrefabAsset. More... | |
struct | NetworkPrefabId |
ID for a NetworkObject Prefab which has been cataloged in a NetworkProjectConfig.PrefabTable. More... | |
struct | NetworkPrefabInfo |
Meta data for a NetworkObject prefab which has been cataloged in a NetworkProjectConfig.PrefabTable. More... | |
struct | NetworkPrefabRef |
A decoupled NetworkObject prefab reference. Internally stored as a GUID. More... | |
class | NetworkProjectConfig |
The core Fusion config file that is shared with all peers at startup. More... | |
class | NetworkProjectConfigAsset |
Manages and references the current instance of NetworkProjectConfig More... | |
class | NetworkRigidbody |
Replicates a Unity Rigidbody state from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject with a Rigidbody component. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
class | NetworkRigidbody2D |
Replicates a Unity Rigidbody state from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject with a Rigidbody component. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
class | NetworkRigidbodyBase |
Base class for 2D and 3D networked rigid body behaviours: see NetworkRigidbody2D and NetworkRigidbody, respectively. This class handles some of the data and logic shared between the two versions. More... | |
class | NetworkRigidbodyObsolete |
Replicates a Unity Rigidbody state from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject with a Rigidbody component. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
class | NetworkRigidbodyObsolete2D |
Replicates a Unity Rigidbody state from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject with a Rigidbody component. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
struct | NetworkRNG |
PCG32 random generator, 16 bytes in size. http://www.pcg-random.org More... | |
class | NetworkRunner |
Represents a Server or Client Simulation. More... | |
class | NetworkRunnerCallbackArgs |
Stores data types used on the INetworkRunnerCallbacks interface More... | |
class | NetworkSimulationConfiguration |
Configuration for network conditions simulation (induced latency and loss). More... | |
class | NetworkString |
Fixed-size UTF32 string. All operations are alloc-free, except for converting to System.String. More... | |
class | NetworkStructWeavedAttribute |
Describes the total number of WORDs a Fusion.INetworkedStruct uses. More... | |
class | NetworkTransform |
Replicates a Unity Transform's position and rotation states from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject to sync the position and rotation data. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
class | NetworkTransformAnchor |
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. More... | |
class | NetworkTransformObsolete |
Replicates a Unity Transform state from the NetworkObject.StateAuthority to all other peers. Add this component to a GameObject to sync the position and/or rotation. A NetworkObject is required on this GameObject or a parent of this GameObject. More... | |
class | NormalizedRectAttribute |
Enables a special inspector drawer for Unity Rect type, specially designed for editing RectTransforms using normalized values. More... | |
class | OrderAfterAttribute |
class | OrderAttribute |
Base class for OrderBefore and OrderAfter attributes. More... | |
class | OrderBeforeAttribute |
class | OrderSorter |
This sorting class is meant to be released and garbage collected after use. More... | |
struct | PlayerRef |
Represents a Fusion player. More... | |
class | Pow2SliderAttribute |
Attribute used to mark a field that needs to change based on an exponent via a UI slider More... | |
struct | ReadAccuracy |
Float decompression value, used when reading from the fusion allocator. More... | |
struct | Rotation |
Wrapper class which unifies rotation handling of Quaternion, Euler or Z-only (used by 2D). Can store a Quaternion, Euler or Z-axis (for 2d rotation), and implicitly casts between those types. More... | |
class | RpcAttribute |
Flags a method as being a networked Remote Procedure Call. Only usable in a NetworkBehaviour. Calls to this method (from the indicated allowed RpcSources) will generate a network message, which will execute the method remotely on the indicated RpcTargets. The RPC method can include an empty RpcInfo argument, that will include meta information about the RPC on the receiving peer. More... | |
struct | RpcInvokeInfo |
May be used as an optional RpcAttribute return value. Contains meta data about the RPC send, such as failure to send reasons, culling, message size, etc. More... | |
struct | RpcSendResult |
RPC send operation result information. More... | |
class | RpcTargetAttribute |
RPC attribute used to indicate a specific target player for an RPC when sending from one player to another. RPC is sent to the server, and then is forwarded to the specified player. Usage: More... | |
class | RunnerVisibilityNode |
Identifies visible/audible components (such as renderers, canvases, lights) that should be enabled/disabled by NetworkRunner.IsVisible. Automatically added to scene objects and spawned objects during play if running in NetworkProjectConfig.PeerModes.Multiple. Additionally this component can be added manually at development time to identify specific Behaviours or Renderers you would like to restrict to one enabled copy at a time. More... | |
class | RunnerVisibilityNodes |
Automatically adds a RunnerVisibilityNode for each indicated component. These indicated components will be limited to no more than one enabled instance when running in Multi-Peer mode. More... | |
class | SessionInfo |
Holds information about the Game Session More... | |
class | Simulation |
Main simulation class More... | |
class | SimulationBehaviour |
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... | |
class | SimulationBehaviourAttribute |
Attribute for specifying which SimulationStages and SimulationModes this SimulationBehaviour will execute in. Can be used to limit execution to only Host, Server or Client peers, or to only execute on Resimulation or Forward ticks. Usage: More... | |
class | SimulationConfig |
Project configuration settings specific to how the Simulation class behaves. More... | |
struct | SimulationGlobalState |
Stores the global state of a simulation More... | |
class | SimulationSnapshot |
Represents a snapshot of the simulation state More... | |
struct | StartGameArgs |
Fusion Start Arguments, used to configure the simulation mode and other settings More... | |
class | StartGameResult |
Represents the result of starting the Fusion Simulation More... | |
class | UnitAttribute |
Unit Attribute class. Used to mark a field with the respective Fusion.Units More... | |
class | Versioning |
The Versioning class provides methods and properties related to versioning. More... | |
class | WarnIfAttribute |
Fusion editor attribute for adding notices to fields if the condition member evaluates as true. Condition member can be a property, field or method (with a return value). More... | |
struct | WriteAccuracy |
Float compression value, used when writing to the fusion allocator. More... | |
Enumerations | |
enum class | ConnectionType |
Defines the type of the current connection with the Remote Peer, either the Server or a Client More... | |
enum class | DoIfCompareOperator |
Comparison method for evaluating condition member value against compareToValues. More... | |
enum class | EditorHeaderBackColor |
Color of the component graphic header in the Unity inspector. None indicates no header graphic should be used. More... | |
enum class | EditorHeaderIcon |
Icon to be rendered on the component graphic header in the Unity inspector. More... | |
enum class | FusionGraphVisualization |
enum class | GameMode |
Fusion Game Mode. More... | |
enum class | HitboxTypes |
Defines the collision geometry type of a Hitbox. More... | |
enum class | HitOptions |
Per-query options for lag compensation (both raycast and overlap). More... | |
enum class | HitType |
Queries can hit either fusion's custom Hitbox or Unity's standard Physx colliders. More... | |
enum class | InlineHelpButtonPlacement |
enum class | LogType : byte |
enum class | NetworkObjectDestroyFlags |
enum class | NetworkObjectFlags : int |
enum class | NetworkObjectHeaderFlags : int |
enum class | NetworkObjectPacketFlags |
enum class | OnChangedTargets |
Defines the target authority mask for OnChanged callbacks More... | |
enum class | PageSizes |
Page Bit Shift Lookup Table More... | |
enum class | RpcChannel |
enum class | RpcHostMode |
Options for when the game is run in SimulationModes.Host mode and RPC is invoked by the host. More... | |
enum class | RpcLocalInvokeResult |
Results for the local RPC Invocation of the RPC method. More... | |
enum class | RpcSendCullResult |
Results for the RPC message send operation. Note: Some individual targets may be culled even if the send operation succeeds. Information about culled targets can be found in RpcInvokeInfo.SendResult. More... | |
enum class | RpcSendMessageResult |
Result flags for the RPC message send operation. More... | |
enum class | RpcSources |
enum class | RpcTargets |
enum class | RpcTargetStatus |
enum class | SessionLobby |
Session Lobby Type More... | |
enum class | ShutdownReason |
Describes a list of Reason why the Fusion Runner was Shutdown More... | |
enum class | SimulationMessageInternalTypes |
enum class | SimulationModes |
Flags for The type of network peer a simulation represents. More... | |
enum class | SimulationStages |
Flags for which stage the simulation currently running. Forward is when a tick is being simulated for the first time. Resimulate is when a tick is being simulated again with corrections. More... | |
enum class | Spaces |
enum class | Units |
Unit Type for a certain field. This helps to identify the unit that a certain value represents, like Seconds or Percentage More... | |
Functions | |
delegate void | ChangedDelegate< T > (Changed< T > changed) |
Delegate definition for changed callbacks. More... | |
unsafe delegate void | RpcInvokeDelegate (NetworkBehaviour behaviour, SimulationMessage *message) |
unsafe delegate void | RpcStaticInvokeDelegate (NetworkRunner runner, SimulationMessage *message) |
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Comparison method for evaluating condition member value against compareToValues.
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Color of the component graphic header in the Unity inspector. None indicates no header graphic should be used.
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Icon to be rendered on the component graphic header in the Unity inspector.
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Fusion Game Mode.
Used to select how the local simulation will act.
Enumerator | |
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Single | Single Player Mode: it works very similar to Host Mode, but don't accept any connections. |
Shared | Shared Mode: starts a Game Client, which will connect to a Game Server running in the Photon Cloud using the Fusion Plugin. |
Server | Server Mode: starts a Dedicated Game Server with no local player. |
Host | Host Mode: starts a Game Server and allows a local player. |
Client | Client Mode: starts a Game Client, which will connect to a peer in either Server or Host Modes. |
AutoHostOrClient | Automatically start as Host or Client. The first peer to connect to a room will be started as a Host, all others will connect as clients. |
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Per-query options for lag compensation (both raycast and overlap).
Enumerator | |
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None | Default, no extra options. |
IncludePhysX | Add this to include checks against PhysX colliders. |
SubtickAccuracy | Subtick accuracy query (exactly like seen by player). |
DetailedHit | Compute surface normal and distance of raycast hit. |
IgnoreInputAuthority | If the HitboxRoot objects which the player performing the query (if specified) has input authority over should be ignored by the query. |
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Queries can hit either fusion's custom Hitbox or Unity's standard Physx colliders.
Enumerator | |
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None | Used when a raycast does not hit anything. Not used on overlaps. |
Hitbox | LagCompensatedHit is a Fusion Hitbox. |
PhysX | LagCompensatedHit is a Unity PhysX Collider. |
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Defines the target authority mask for OnChanged callbacks
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Page Bit Shift Lookup Table
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Options for when the game is run in SimulationModes.Host mode and RPC is invoked by the host.
Enumerator | |
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SourceIsServer | If host invokes RPC RpcInfo.Source will be set to PlayerRef.None (default). |
SourceIsHostPlayer | If host invokes RPC RpcInfo.Source will be set to the host's local player. |
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Results for the local RPC Invocation of the RPC method.
Enumerator | |
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Invoked | RPC has been invoked locally. |
NotInvokableLocally | Not invoked locally because RpcAttribute.InvokeLocal is false. |
NotInvokableDuringResim | Not invoked locally because RpcAttribute.InvokeResim is false and simulation stage is SimulationStages.Resimulate |
InsufficientSourceAuthority | Not invoked because source NetworkObject current authority does not match flags set in RpcAttribute.Sources |
InsufficientTargetAuthority | Not invoked because target player is local and this NetworkObject current authority does not match flags set in RpcAttribute.Targets |
TargetPlayerIsNotLocal | Not invoked because target player is not local. |
PayloadSizeExceeded | RPC is too large. See RpcAttribute.MaxPayloadSize for the maximum allowed size. |
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Results for the RPC message send operation. Note: Some individual targets may be culled even if the send operation succeeds. Information about culled targets can be found in RpcInvokeInfo.SendResult.
Enumerator | |
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NotCulled | RPC has been sent. Check RpcInvokeInfo.SendResult for details. |
NotInvokableDuringResim | Send culled because RpcAttribute.InvokeLocal is false. |
InsufficientSourceAuthority | Send culled because source NetworkObject current authority does not match flags set in RpcAttribute.Sources |
NoActiveConnections | Send culled because there are no active connections. |
TargetPlayerUnreachable | Send culled because target player does not exist. |
TargetPlayerIsLocalButRpcIsNotInvokableLocally | Send culled because target player is local and RpcAttribute.InvokeLocal is false. |
PayloadSizeExceeded | RPC message size is too large to be sent. See RpcAttribute.MaxPayloadSize for the maximum allowed size. |
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Result flags for the RPC message send operation.
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Describes a list of Reason why the Fusion Runner was Shutdown
Enumerator | |
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Ok | OK Reason means Fusion was Shutdown by request |
Error | Shutdown was caused by some internal error |
IncompatibleConfiguration | Raised when the peer tries to Join a Room with a mismatching type between ClientServer Mode and Shared Mode. |
ServerInRoom | Raised when the local peer started as a Server and tried to join a Room that already has a Server peer. |
DisconnectedByPluginLogic | Raised when the Peer is disconnected or kicked by a Plugin Logic. |
GameClosed | Raised when the Game the Peer is trying to Join is Closed |
GameNotFound | Raised when the Game the Peer is trying to Join does not exist |
MaxCcuReached | Raised when all CCU available for the Photon Application are in use |
InvalidRegion | Raised when the peer is trying to connect to an unavailable or non-existent Region |
GameIdAlreadyExists | Raised when a Session with the same name was already created |
GameIsFull | Raised when a peer is trying to join a Room with already the max capacity of players |
InvalidAuthentication | Raised when the Authentication Values are invalid |
CustomAuthenticationFailed | Raised when the Custom Authentication has failed for some other reason |
AuthenticationTicketExpired | Raised when the Authentication Ticket has expired |
PhotonCloudTimeout | Timeout on the Connection with the Photon Cloud |
AlreadyRunning | Raised when Fusion is already running and the StartGame is invoked again |
InvalidArguments | Raised when any of the StartGame arguments does not meet the requirements |
HostMigration | Signal this Runner is shutting down because of a Host Migration is about to happen |
ConnectionTimeout | Connection with a remote server failed by timeout |
ConnectionRefused | Connection with a remote server failed because it was refused |
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Flags for The type of network peer a simulation represents.
Enumerator | |
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Server | Simulation represents a server peer, with no local player. |
Host | Simulation represents a server peer, with a local player. |
Client | Simulation represents a client peer, with a local player. |
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Flags for which stage the simulation currently running. Forward is when a tick is being simulated for the first time. Resimulate is when a tick is being simulated again with corrections.
Enumerator | |
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Forward | Currently simulating a tick for the first time. |
Resimulate | Currently simulating a previously simulated tick again, with state corrections. |
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Unit Type for a certain field. This helps to identify the unit that a certain value represents, like Seconds or Percentage
delegate void Fusion.ChangedDelegate< T > | ( | Changed< T > | changed | ) |
Delegate definition for changed callbacks.
T | : | NetworkBehaviour |