Photon Fusion
1.1.13
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...
Inherits Behaviour, and ILogBuilder.
Public Member Functions | |
| void | AssignInputAuthority (PlayerRef player) |
| Sets which PlayerRef has Input Authority for this Object. More... | |
| void | CopyStateFrom (NetworkObject source) |
| Copies the entire State from another NetworkObject More... | |
| void | CopyStateFromSceneObject (NetworkObjectHeaderPtr source) |
| Copies the entire State from another Scene NetworkObject. They must have the same Scene Guid. More... | |
| int | GetLocalAuthorityMask () |
| Gets a bitmask of AuthorityMasks flags, representing the current local authority over this NetworkObject. More... | |
| void | ReleaseStateAuthority () |
| void | RemoveInputAuthority () |
| Removes input authority from whichever player has it for this object. Only valid when called on a Host or Server peer. More... | |
| void | RequestStateAuthority () |
| void | SetInterestGroup (PlayerRef player, string group, bool interested) |
| Add or remove Player's interest in a specific named Interest Group for this NetworkObject. More... | |
| void | SetPlayerAlwaysInterested (PlayerRef player, bool alwaysInterested) |
| Add or remove specific player interest in this NetworkObject. More... | |
Public Member Functions inherited from Behaviour | |
| T | AddBehaviour< T > () |
| Wrapper for Unity's GameObject.AddComponent() More... | |
| T | GetBehaviour< T > () |
| Wrapper for Unity's GameObject.GetComponentInChildren() More... | |
| bool | TryGetBehaviour< T > (out T behaviour) |
| Wrapper for Unity's GameObject.TryGetComponent() More... | |
Static Public Member Functions | |
| static void | NetworkUnwrap (NetworkRunner runner, NetworkId wrapper, ref NetworkObject result) |
| static NetworkId | NetworkWrap (NetworkRunner runner, NetworkObject obj) |
| static implicit | operator NetworkId (NetworkObject obj) |
Static Public Member Functions inherited from Behaviour | |
| static void | DestroyBehaviour (Behaviour behaviour) |
| Wrapper for Unity's GameObject.Destroy() More... | |
Public Attributes | |
| NetworkObjectFlags | Flags |
| Flags used for network object prefabs and similar More... | |
| NetworkId | Id |
| The unique identifier for this network entity. More... | |
| bool | IsResume |
| Signal that this NetworkObject comes from a Resume Spawn More... | |
| NetworkObject[] | NestedObjects |
| Array of initial child nested NetworkObject entities, that are children of this Object. More... | |
| NetworkBehaviour[] | NetworkedBehaviours |
| Array of all NetworkBehaviours associated with this network entity. More... | |
| NetworkObjectGuid | NetworkGuid |
| The GUID for this prefab or scene object, which is set at development time. Used to reference this as a spawnable object. All spawned instances of this object will retain this GUID. Use NetworkId for the unique ID of network entries. More... | |
| PredictionData | PredictedSpawn |
| NetworkRunner | Runner |
| The NetworkRunner this entity is associated with. More... | |
| SimulationBehaviour[] | SimulationBehaviours |
| Array of all SimulationBehaviours associated with this network entity. This does not include NetworkBehaviour derived classes, as they are stored in NetworkedBehaviours. More... | |
Static Public Attributes | |
| const int | DefaultExecutionOrder = 500 |
Protected Member Functions | |
| virtual void | Awake () |
| virtual void | OnDestroy () |
Properties | |
| int | AreaOfInterestLayerMask [get] |
| The layers this object exists in for area of interest queries. This is an integer bitmask not a layer index. More... | |
| bool | HasInputAuthority [get] |
| Returns if Simulation.LocalPlayer is the designated Input Authority for this network entity. More... | |
| bool | HasStateAuthority [get] |
| Returns if Simulation.LocalPlayer is the designated State Authority for this network entity. More... | |
| PlayerRef | InputAuthority [get] |
| Returns the PlayerRef that has Input Authority over this network entity. PlayerRefs are assigned in order from 0 to MaxPlayers-1 and are re-used as players join and leave. The only caveat is that the server player (if one exists), always gets the last index no matter how many clients are connected. More... | |
| bool | IsInSimulation [get] |
| If this object is inserted into the simulation More... | |
| bool | IsPredictedDespawn [get] |
| If this is a predicted spawned object More... | |
| bool | IsPredictedSpawn [get] |
| If this is a predicted spawned object More... | |
| bool | IsProxy [get] |
| Returns if Simulation.LocalPlayer is neither the Input nor State Authority for this network entity. More... | |
| bool | IsSceneObject [get] |
| Returns true if this network entity existed as part of a scene, rather than having been dynamically spawned. More... | |
| bool | IsSpawnable [get, set] |
| Toggles if this NetworkObject is included in the NetworkProjectConfig.PrefabTable, which will include the prefab in builds as a Spawnable object. More... | |
| bool | IsSpawnedPrefabNestedObject [get] |
| Returns true if this network entity is a spawned prefab's nested object, rather than being a scene object or a root prefab object. More... | |
| bool | IsSpawnedPrefabRoot [get] |
| Returns true if this network entity is a spawned prefab's root, rather than being a scene object or a nested prefab object. More... | |
| bool | IsValid [get] |
| Returns if this network entity is associated with its NetworkRunner, and that runner is not null. More... | |
| Tick | LastReceiveTick [get] |
| Last tick this object received an update. Only available for SimulationConfig.StateReplicationModes.EventualConsistency. More... | |
| string | Name [get] |
| The ID + Unity GameObject name for this entity. More... | |
| PlayerRef | StateAuthority [get] |
| Returns the PlayerRef that has State Authority over this network entity. PlayerRefs are assigned in order from 0 to MaxPlayers-1 and are re-used as players join and leave. The only caveat is that the server player (if one exists), always gets the last index no matter how many clients are connected. More... | |
The primary Fusion component for networked GameObject entities. This stores the object's network identity and manages the object's state and input authority.
| void AssignInputAuthority | ( | PlayerRef | player | ) |
Sets which PlayerRef has Input Authority for this Object.
| void CopyStateFrom | ( | NetworkObject | source | ) |
Copies the entire State from another NetworkObject
| source | NetworkObject to copy the State from |
| void CopyStateFromSceneObject | ( | NetworkObjectHeaderPtr | source | ) |
Copies the entire State from another Scene NetworkObject. They must have the same Scene Guid.
| source | Scene NetworkObject to copy the State from. |
| int GetLocalAuthorityMask | ( | ) |
Gets a bitmask of AuthorityMasks flags, representing the current local authority over this NetworkObject.
| void RemoveInputAuthority | ( | ) |
Removes input authority from whichever player has it for this object. Only valid when called on a Host or Server peer.
| void SetInterestGroup | ( | PlayerRef | player, |
| string | group, | ||
| bool | interested | ||
| ) |
Add or remove Player's interest in a specific named Interest Group for this NetworkObject.
SimulationConfig.ReplicationMode must be set to SimulationConfig.StateReplicationModes.EventualConsistency.
| void SetPlayerAlwaysInterested | ( | PlayerRef | player, |
| bool | alwaysInterested | ||
| ) |
Add or remove specific player interest in this NetworkObject.
SimulationConfig.ReplicationMode must be set to SimulationConfig.StateReplicationModes.EventualConsistency.
| player | |
| alwaysInterested |
| NetworkObjectFlags Flags |
Flags used for network object prefabs and similar
| NetworkId Id |
The unique identifier for this network entity.
| bool IsResume |
Signal that this NetworkObject comes from a Resume Spawn
| NetworkObject [] NestedObjects |
Array of initial child nested NetworkObject entities, that are children of this Object.
| NetworkBehaviour [] NetworkedBehaviours |
Array of all NetworkBehaviours associated with this network entity.
| NetworkObjectGuid NetworkGuid |
The GUID for this prefab or scene object, which is set at development time. Used to reference this as a spawnable object. All spawned instances of this object will retain this GUID. Use NetworkId for the unique ID of network entries.
| PredictionData PredictedSpawn |
| NetworkRunner Runner |
The NetworkRunner this entity is associated with.
| SimulationBehaviour [] SimulationBehaviours |
Array of all SimulationBehaviours associated with this network entity. This does not include NetworkBehaviour derived classes, as they are stored in NetworkedBehaviours.
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get |
The layers this object exists in for area of interest queries. This is an integer bitmask not a layer index.
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get |
Returns if Simulation.LocalPlayer is the designated Input Authority for this network entity.
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get |
Returns if Simulation.LocalPlayer is the designated State Authority for this network entity.
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get |
Returns the PlayerRef that has Input Authority over this network entity. PlayerRefs are assigned in order from 0 to MaxPlayers-1 and are re-used as players join and leave. The only caveat is that the server player (if one exists), always gets the last index no matter how many clients are connected.
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If this object is inserted into the simulation
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If this is a predicted spawned object
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If this is a predicted spawned object
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get |
Returns if Simulation.LocalPlayer is neither the Input nor State Authority for this network entity.
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get |
Returns true if this network entity existed as part of a scene, rather than having been dynamically spawned.
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getset |
Toggles if this NetworkObject is included in the NetworkProjectConfig.PrefabTable, which will include the prefab in builds as a Spawnable object.
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get |
Returns true if this network entity is a spawned prefab's nested object, rather than being a scene object or a root prefab object.
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get |
Returns true if this network entity is a spawned prefab's root, rather than being a scene object or a nested prefab object.
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get |
Returns if this network entity is associated with its NetworkRunner, and that runner is not null.
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get |
Last tick this object received an update. Only available for SimulationConfig.StateReplicationModes.EventualConsistency.
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get |
The ID + Unity GameObject name for this entity.
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get |
Returns the PlayerRef that has State Authority over this network entity. PlayerRefs are assigned in order from 0 to MaxPlayers-1 and are re-used as players join and leave. The only caveat is that the server player (if one exists), always gets the last index no matter how many clients are connected.