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...
|
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.
|
|
void | SetTrigger (int triggerHash, bool passThroughOnInputAuthority=false) |
| Queues a SetTrigger() call for the associated Animator on the State Authority. Call this instead of Animator.SetTrigger() for the State Authority to ensure that triggers are captured. On State Authority, this call will defer the SetTrigger() pass-through to the Animator until FixedUpdateNetwork() is called, where all queued triggers will be executed (this is to ensure tick agreement between server and clients). More...
|
|
void | SetTrigger (string trigger, bool passThroughOnInputAuthority=false) |
| Queues a SetTrigger() call for the associated Animator on the State Authority. Call this instead of Animator.SetTrigger() for the State Authority to ensure that triggers are captured. On State Authority, this call will defer the SetTrigger() pass-through to the Animator until FixedUpdateNetwork() is called, where all queued triggers will be executed (this is to ensure tick agreement between server and clients). More...
|
|
override void | Spawned () |
| Post spawn callback.
|
|
virtual void | CopyBackingFieldsToState (bool firstTime) |
| Copies the backing fields to the state. This method is meant to be overridden in derived classes. More...
|
|
void | CopyStateFrom (NetworkBehaviour source) |
| Copies entire state of passed in source NetworkBehaviour More...
|
|
virtual void | CopyStateToBackingFields () |
| Copies the state to the backing fields. This method is meant to be overridden in derived classes. More...
|
|
virtual void | Despawned (NetworkRunner runner, bool hasState) |
| Called before the network object is despawned More...
|
|
override void | FixedUpdateNetwork () |
| Fixed update callback for networked behaviours. More...
|
|
ArrayReader< T > | GetArrayReader< T > (string property) |
| Gets an ArrayReader for a network array of type T. More...
|
|
BehaviourReader< T > | GetBehaviourReader< T > (string property) |
| Gets a BehaviourReader for a network behaviour of type T. More...
|
|
ChangeDetector | GetChangeDetector (ChangeDetector.Source source, bool copyInitial=true) |
| Creates a ChangeDetector for this network behaviour. More...
|
|
DictionaryReader< K, V > | GetDictionaryReader< K, V > (string property) |
| Gets a DictionaryReader for a network dictionary with keys of type K and values of type V. More...
|
|
T? | GetInput< T > () |
|
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...
|
|
LinkListReader< T > | GetLinkListReader< T > (string property) |
| Gets a LinkListReader for a network linked list of type T. More...
|
|
int | GetLocalAuthorityMask () |
| Gets a bitmask of AuthorityMasks flags, representing the current local authority over this NetworkObject. More...
|
|
PropertyReader< T > | GetPropertyReader< T > (string property) |
| Gets a PropertyReader for a property of type T in this network behaviour. More...
|
|
ref T | ReinterpretState< T > (int offset=0) |
| Allows read and write access to the internal state buffer More...
|
|
void | ReplicateTo (PlayerRef player, bool replicate) |
| Controls if this network behaviours state is replicated to a player or not More...
|
|
void | ReplicateToAll (bool replicate) |
| Sets the default replicated state for this behaviour, this by default is true so calling ReplicateToAll(true) does nothing if ReplicateToAll(false) hasn't been called before
More...
|
|
void | ResetState () |
| Resets the state of the object to the original state More...
|
|
bool | TryGetSnapshotsBuffers (out NetworkBehaviourBuffer from, out NetworkBehaviourBuffer to, out float alpha) |
| Tries to get the snapshot buffers for this network behaviour. More...
|
|
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...
|
|
int | GetElementHashCode (T element) |
| Calculate the hash code of an element. More...
|
|
int | GetElementWordCount () |
| Gets the word count of an element. More...
|
|
T | Read (byte *data, int index) |
| Reads an element from the specified index in the byte array. More...
|
|
ref T | ReadRef (byte *data, int index) |
| Reads a reference to an element from the specified index in the byte array. More...
|
|
void | Write (byte *data, int index, T element) |
| Writes an element to the specified index in the byte array. More...
|
|
int | GetElementHashCode (T element) |
| Calculate the hash code of an element. More...
|
|
int | GetElementWordCount () |
| Gets the word count of an element. More...
|
|
T | Read (byte *data, int index) |
| Reads an element from the specified index in the byte array. More...
|
|
ref T | ReadRef (byte *data, int index) |
| Reads a reference to an element from the specified index in the byte array. More...
|
|
void | Write (byte *data, int index, T element) |
| Writes an element to the specified index in the byte array. More...
|
|
|
static ArrayReader< T > | GetArrayReader< T > (Type behaviourType, string property, IElementReaderWriter< T > readerWriter=null) |
| Gets an ArrayReader for a network array of type T in a network behaviour of a specific type. More...
|
|
static BehaviourReader< T > | GetBehaviourReader< T > (NetworkRunner runner, Type behaviourType, string property) |
| Gets a BehaviourReader for a network behaviour of type T. More...
|
|
static BehaviourReader< TProperty > | GetBehaviourReader< TBehaviour, TProperty > (NetworkRunner runner, string property) |
| Gets a BehaviourReader for a network behaviour with a specific property of type TProperty. More...
|
|
static DictionaryReader< K, V > | GetDictionaryReader< K, V > (Type behaviourType, string property, IElementReaderWriter< K > keyReaderWriter=null, IElementReaderWriter< V > valueReaderWriter=null) |
| Gets a DictionaryReader for a network dictionary with keys of type K and values of type V in a network behaviour of a specific type. More...
|
|
static LinkListReader< T > | GetLinkListReader< T > (Type behaviourType, string property, IElementReaderWriter< T > readerWriter=null) |
| Gets a LinkListReader for a network linked list of type T in a network behaviour of a specific type. More...
|
|
static PropertyReader< T > | GetPropertyReader< T > (Type behaviourType, string property) |
| Gets a PropertyReader for a property of type T in a network behaviour of a specific type. More...
|
|
static PropertyReader< TProperty > | GetPropertyReader< TBehaviour, TProperty > (string property) |
| Gets a PropertyReader for a property of type TProperty in a network behaviour of type TBehaviour. More...
|
|
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...
|
|
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...
|
|
static T * | MakePtr< T > () |
| Creates a pointer to a value of type T. This method is meant to be used only for [Networked] properties inline initialization. More...
|
|
static T * | MakePtr< T > (T defaultValue) |
| Creates a pointer to a value of type T, initializing it with the provided default value. This method is meant to be used only for [Networked] properties inline initialization. More...
|
|
static ref T | MakeRef< T > () |
| Creates a reference to a value of type T. This method is meant to be used only for [Networked] properties inline initialization. More...
|
|
static ref T | MakeRef< T > (T defaultValue) |
| Creates a reference to a value of type T, initializing it with the provided default value. This method is meant to be used only for [Networked] properties inline initialization. More...
|
|
static int | NetworkDeserialize (NetworkRunner runner, byte *data, ref NetworkBehaviour result) |
| Deserializes a NetworkBehaviour from a byte array. More...
|
|
static int | NetworkSerialize (NetworkRunner runner, NetworkBehaviour obj, byte *data) |
| Serializes a NetworkBehaviour into a byte array. More...
|
|
static NetworkBehaviour | NetworkUnwrap (NetworkRunner runner, NetworkBehaviourId wrapper) |
| Converts a NetworkBehaviourId to a NetworkBehaviour. More...
|
|
static NetworkBehaviourId | NetworkWrap (NetworkBehaviour obj) |
| Converts a NetworkBehaviour to a NetworkBehaviourId. More...
|
|
static NetworkBehaviourId | NetworkWrap (NetworkRunner runner, NetworkBehaviour obj) |
| Converts a NetworkBehaviour to a NetworkBehaviourId. More...
|
|
static implicit | operator NetworkBehaviourId (NetworkBehaviour behaviour) |
| Converts NetworkBehaviour to NetworkBehaviourId More...
|
|
static void | DestroyBehaviour (Behaviour behaviour) |
| Wrapper for Unity's GameObject.Destroy() More...
|
|
virtual bool | ReplicateTo (PlayerRef player) |
| Determines whether to replicate the network behaviour to the specified player. This method can be overridden in derived classes to implement custom replication logic. More...
|
|
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.