Photon Fusion
1.1.13
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 | |
| 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... | |
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 | |
| 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... | |
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.
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virtual |
Fusion FixedUpdate timing callback.
Reimplemented in HitboxManager, NetworkPhysicsSimulation3D, NetworkPhysicsSimulation2D, NetworkMecanimAnimator, and NetworkBehaviour.
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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.
| NetworkObject Object |
The NetworkObject this component is associated with. May be null if this GameObject does not have a NetworkObject.
| NetworkRunner Runner |
The NetworkRunner this component is associated with.
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get |
Returns true if the Simulation.LocalPlayer of the associated NetworkRunner is the designated as Input Authority for this network entity.
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get |
Returns true if the associated NetworkRunner is the State Authority for this network entity.
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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.