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void | AssignInputAuthority (PlayerRef player) |
| Sets which PlayerRef has Input Authority for this Object.
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void | CopyStateFrom (NetworkObject source) |
| Copies the entire State from another NetworkObject
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void | CopyStateFrom (NetworkObjectHeaderPtr source) |
| Copies the entire State from another NetworkObject based on the NetworkObjectHeaderPtr
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int | GetLocalAuthorityMask () |
| Gets a bitmask of AuthorityMasks flags, representing the current local authority over this NetworkObject.
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delegate PriorityLevel | PriorityLevelDelegate (NetworkObject networkObject, PlayerRef player) |
| Delegate for determining the priority level of a network object for a specific player.
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void | ReleaseStateAuthority () |
| Release the state authority over this NetworkObject on shared mode.
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void | RemoveInputAuthority () |
| Removes input authority from whichever player has it for this object. Only valid when called on a Host or Server peer.
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delegate bool | ReplicateToDelegate (NetworkObject networkObject, PlayerRef player) |
| Delegate for determining if a network object should be replicated to a specific player.
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void | RequestStateAuthority () |
| Request state authority over this NetworkObject on shared mode.
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void | SetPlayerAlwaysInterested (PlayerRef player, bool alwaysInterested) |
| Add or remove specific player interest in this NetworkObject. Only the NetworkObject State Authority can set interest.
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T | AddBehaviour< T > () |
| Wrapper for Unity's GameObject.AddComponent()
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T | GetBehaviour< T > () |
| Wrapper for Unity's GameObject.GetComponentInChildren()
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bool | TryGetBehaviour< T > (out T behaviour) |
| Wrapper for Unity's GameObject.TryGetComponent()
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NetworkObjectFlags | Flags |
| Flags used for network object prefabs and similar.
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bool | IsResume |
| Signal that this NetworkObject comes from a Resume Spawn.
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NetworkObject[] | NestedObjects |
| Array of initial child nested NetworkObject entities, that are children of this Object.
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NetworkBehaviour[] | NetworkedBehaviours |
| Array of all NetworkBehaviours associated with this network entity.
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NetworkObjectTypeId | NetworkTypeId |
| The type ID for this prefab or scene object, set when adding to the prefab table and registering scene objects, respectively. All spawned instances of this object will retain this value. Use NetworkId for the unique ID of network entries.
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PriorityLevelDelegate | PriorityCallback |
| Delegate callback used to override priority value for a specific object-player pair.
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ReplicateToDelegate | ReplicateTo |
| Delegate callback used to override if an object should be replicate to a client or not.
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uint | SortKey |
| Used for whenever objects need to be sorted in a deterministic order, like when registering scene objects.
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bool | HasInputAuthority [get] |
| Returns if Simulation.LocalPlayer is the designated Input Source for this network entity.
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bool | HasStateAuthority [get] |
| Returns if Simulation.LocalPlayer is the designated State Source for this network entity.
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NetworkId | Id [get] |
| The unique identifier for this network entity.
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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.
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bool | IsInSimulation [get] |
| If this object is inserted into the simulation.
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bool | IsProxy [get] |
| Returns if Simulation.LocalPlayer is neither the Input nor State Source for this network entity.
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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.
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bool | IsValid [get] |
| Returns if this network entity is associated with its NetworkRunner, and that runner is not null.
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Tick | LastReceiveTick [get] |
| Last tick this object received an update.
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string | Name [get] |
| The ID + Unity GameObject name for this entity.
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RenderSource | RenderSource [get, set] |
| Returns the Fusion.RenderSource for this Fusion.NetworkBehaviour instance, indicating how snapshot data will be used to render it.
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float | RenderTime [get] |
| Returns the current interpolation time for this object.
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RenderTimeframe | RenderTimeframe [get] |
| Returns the Fusion.RenderTimeframe for this Fusion.NetworkBehaviour instance, indicating what snapshot data will be used to render it.
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NetworkRunner | Runner [get] |
| The NetworkRunner this entity is associated with.
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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.
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The primary Fusion component for networked GameObject entities. This stores the object's network identity and manages the object's state and input authority.