This is the complete list of members for NetworkRunner, including all inherited members.
ActivePlayers | NetworkRunner | |
AddBehaviour< T >() | Behaviour | |
AddCallbacks(params INetworkRunnerCallbacks[] callbacks) | NetworkRunner | |
AddGlobal(SimulationBehaviour instance) | NetworkRunner | |
AddPlayerAreaOfInterest(PlayerRef player, Vector3 center, float radius) | NetworkRunner | |
Attach(NetworkObject networkObject, PlayerRef? inputAuthority=null, bool allocate=true, bool? masterClientObjectOverride=null) | NetworkRunner | |
Attach(NetworkObject[] networkObjects, PlayerRef? inputAuthority=null, bool allocate=true, bool? masterClientObjectOverride=null) | NetworkRunner | |
AuthenticationValues | NetworkRunner | |
BuildType | NetworkRunner | static |
BuildTypes enum name | NetworkRunner | |
CanSpawn | NetworkRunner | |
ClearPlayerAreaOfInterest(PlayerRef player) | NetworkRunner | |
CloudAddressRewriter | NetworkRunner | |
CloudConnectionLost | NetworkRunner | static |
CloudConnectionLostHandler(NetworkRunner networkRunner, ShutdownReason shutdownReason, bool reconnecting) | NetworkRunner | |
Config | NetworkRunner | |
CurrentConnectionType | NetworkRunner | |
DeltaTime | NetworkRunner | |
Despawn(NetworkObject networkObject) | NetworkRunner | |
DestroyBehaviour(Behaviour behaviour) | Behaviour | static |
DestroySingleton< T >() | NetworkRunner | |
Disconnect(PlayerRef player, byte[] token=null) | NetworkRunner | |
EnsureRunnerSceneIsActive(out Scene previousActiveScene) | NetworkRunner | |
Exists(NetworkObject obj) | NetworkRunner | |
Exists(NetworkId id) | NetworkRunner | |
FindObject(NetworkId networkId) | NetworkRunner | |
GameMode | NetworkRunner | |
GetAllBehaviours(Type type) | NetworkRunner | |
GetAllBehaviours< T >() | NetworkRunner | |
GetAllBehaviours< T >(List< T > result) | NetworkRunner | |
GetAllNetworkObjects() | NetworkRunner | |
GetAllNetworkObjects(List< NetworkObject > result) | NetworkRunner | |
GetAreaOfInterestGizmoData(List<(Vector3 center, Vector3 size, int playerCount, int objectCount)> result) | NetworkRunner | |
GetAvailableRegions(string appId=default, CancellationToken cancellationToken=default) | NetworkRunner | static |
GetBehaviour< T >() | Behaviour | |
GetInputForPlayer< T >(PlayerRef player) | NetworkRunner | |
GetInstancesEnumerator() | NetworkRunner | static |
GetInterfaceListHead(Type type, int index, out SimulationBehaviour head) | NetworkRunner | |
GetInterfaceListNext(SimulationBehaviour behaviour) | NetworkRunner | |
GetInterfaceListPrev(SimulationBehaviour behaviour) | NetworkRunner | |
GetInterfaceListsCount(Type type) | NetworkRunner | |
GetMemorySnapshot(MemoryStatisticsSnapshot.TargetAllocator targetAllocator, ref MemoryStatisticsSnapshot snapshot) | NetworkRunner | |
GetObjectsInAreaOfInterestForPlayer(PlayerRef player) | NetworkRunner | |
GetPhysicsScene() | NetworkRunner | |
GetPhysicsScene2D() | NetworkRunner | |
GetPlayerActorId(PlayerRef player) | NetworkRunner | |
GetPlayerConnectionToken(PlayerRef player=default) | NetworkRunner | |
GetPlayerConnectionType(PlayerRef player) | NetworkRunner | |
GetPlayerObject(PlayerRef player) | NetworkRunner | |
GetPlayerRtt(PlayerRef playerRef) | NetworkRunner | |
GetPlayerUserId(PlayerRef player=default) | NetworkRunner | |
GetRawInputForPlayer(PlayerRef player) | NetworkRunner | |
GetResumeSnapshotNetworkObjects() | NetworkRunner | |
GetResumeSnapshotNetworkSceneObjects() | NetworkRunner | |
GetRpcTargetStatus(PlayerRef target) | NetworkRunner | |
GetRunnerForGameObject(GameObject gameObject) | NetworkRunner | static |
GetRunnerForScene(Scene scene) | NetworkRunner | static |
GetSceneRef(string sceneNameOrPath) | NetworkRunner | |
GetSceneRef(GameObject gameObj) | NetworkRunner | |
GetSingleton< T >() | NetworkRunner | |
HasAnyActiveConnections() | NetworkRunner | |
HasSingleton< T >() | NetworkRunner | |
Instances | NetworkRunner | static |
InstantiateInRunnerScene(GameObject original, Vector3 position, Quaternion rotation) | NetworkRunner | |
InstantiateInRunnerScene(GameObject original) | NetworkRunner | |
InstantiateInRunnerScene< T >(T original) | NetworkRunner | |
InstantiateInRunnerScene< T >(T original, Vector3 position, Quaternion rotation) | NetworkRunner | |
InvokeSceneLoadDone(in SceneLoadDoneArgs info) | NetworkRunner | |
InvokeSceneLoadStart(SceneRef sceneRef) | NetworkRunner | |
IsClient | NetworkRunner | |
IsCloudReady | NetworkRunner | |
IsConnectedToServer | NetworkRunner | |
IsFirstTick | NetworkRunner | |
IsForward | NetworkRunner | |
IsInSession | NetworkRunner | |
IsInterestedIn(NetworkObject obj, PlayerRef player) | NetworkRunner | |
IsLastTick | NetworkRunner | |
IsPlayer | NetworkRunner | |
IsPlayerValid(PlayerRef player) | NetworkRunner | |
IsResimulation | NetworkRunner | |
IsResume | NetworkRunner | |
IsRunning | NetworkRunner | |
IsSceneAuthority | NetworkRunner | |
IsSceneManagerBusy | NetworkRunner | |
IsServer | NetworkRunner | |
IsSharedModeMasterClient | NetworkRunner | |
IsShutdown | NetworkRunner | |
IsSimulationUpdating | NetworkRunner | |
IsSinglePlayer | NetworkRunner | |
IsStarting | NetworkRunner | |
JoinSessionLobby(SessionLobby sessionLobby, string lobbyID=null, AuthenticationValues authentication=null, FusionAppSettings customAppSettings=null, bool? useDefaultCloudPorts=false, CancellationToken cancellationToken=default, bool useCachedRegions=true) | NetworkRunner | |
LagCompensation | NetworkRunner | |
LatestServerTick | NetworkRunner | |
LoadScene(string sceneName, LoadSceneParameters parameters, bool setActiveOnLoad=DefaultSetActiveOnLoad) | NetworkRunner | |
LoadScene(string sceneName, LoadSceneMode loadSceneMode=LoadSceneMode.Single, LocalPhysicsMode localPhysicsMode=LocalPhysicsMode.None, bool setActiveOnLoad=DefaultSetActiveOnLoad) | NetworkRunner | |
LoadScene(SceneRef sceneRef, LoadSceneMode loadSceneMode=LoadSceneMode.Single, LocalPhysicsMode localPhysicsMode=LocalPhysicsMode.None, bool setActiveOnLoad=DefaultSetActiveOnLoad) | NetworkRunner | |
LoadScene(SceneRef sceneRef, LoadSceneParameters parameters, bool setActiveOnLoad=DefaultSetActiveOnLoad) | NetworkRunner | |
LobbyInfo | NetworkRunner | |
LocalAlpha | NetworkRunner | |
LocalPlayer | NetworkRunner | |
LocalRenderTime | NetworkRunner | |
MakeDontDestroyOnLoad(GameObject obj) | NetworkRunner | |
Mode | NetworkRunner | |
MoveGameObjectToSameScene(GameObject gameObj, GameObject other) | NetworkRunner | |
MoveGameObjectToScene(GameObject gameObj, SceneRef sceneRef) | NetworkRunner | |
MoveToRunnerScene(GameObject instance, SceneRef? targetSceneRef=null) | NetworkRunner | |
MoveToRunnerScene< T >(T component) | NetworkRunner | |
NATType | NetworkRunner | |
ObjectAcquired | NetworkRunner | |
ObjectChanged(PlayerRef player, NetworkObjectMeta obj, ObjectChangeType changeType) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
ObjectDelegate(NetworkRunner runner, NetworkObject obj) | NetworkRunner | |
ObjectEnterAOI(PlayerRef player, NetworkId id) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
ObjectExitAOI(PlayerRef player, NetworkId id) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
ObjectInputAuthorityChanged(NetworkId id, bool gained) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
ObjectIsSimulatedChanged(NetworkId id, bool simulated) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
ObjectProvider | NetworkRunner | |
ObjectStateAuthorityChanged(NetworkId id, bool gained) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
OnBeforeSpawned(NetworkRunner runner, NetworkObject obj) | NetworkRunner | |
OnInput(SimulationInput input) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
OnInputMissing(SimulationInput input) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
OnMessage(SimulationMessage *message) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
OnReliableData(PlayerRef player, ReliableId id, bool local, byte[] dataArray) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
PlayerJoined(PlayerRef player) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
PlayerLeft(PlayerRef player) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
Prefabs | NetworkRunner | |
ProvideInput | NetworkRunner | |
PushHostMigrationSnapshot() | NetworkRunner | |
RegisterSceneObjects(SceneRef scene, NetworkObject[] objects, NetworkSceneLoadId loadId=default) | NetworkRunner | |
ReleaseStateAuthority(NetworkId id) | NetworkRunner | |
ReliableDataSendRate | NetworkRunner | |
RemoteObjectCreated(NetworkObjectMeta obj) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
RemoteObjectDestroyed(NetworkId id) (defined in Simulation.ICallbacks) | Simulation.ICallbacks | |
RemoteRenderTime | NetworkRunner | |
RemoveCallbacks(params INetworkRunnerCallbacks[] callbacks) | NetworkRunner | |
RemoveGlobal(SimulationBehaviour instance) | NetworkRunner | |
RenderInternal() | NetworkRunner | |
RequestStateAuthority(NetworkId id) | NetworkRunner | |
SceneManager | NetworkRunner | |
SendReliableDataToPlayer(PlayerRef player, ReliableKey key, byte[] data) | NetworkRunner | |
SendReliableDataToServer(ReliableKey key, byte[] data) | NetworkRunner | |
SendRpc(SimulationMessage *message) | NetworkRunner | |
SendRpc(SimulationMessage *message, out RpcSendResult info) | NetworkRunner | |
SessionInfo | NetworkRunner | |
SetAreaOfInterestCellSize(int size) | NetworkRunner | |
SetAreaOfInterestGrid(int x, int y, int z) | NetworkRunner | |
SetBehaviourReplicateTo(NetworkBehaviour behaviour, PlayerRef player, bool replicate) | NetworkRunner | |
SetBehaviourReplicateToAll(NetworkBehaviour behaviour, bool replicate) | NetworkRunner | |
SetIsSimulated(NetworkObject obj, bool simulate) | NetworkRunner | |
SetMasterClient(PlayerRef player) | NetworkRunner | |
SetPlayerAlwaysInterested(PlayerRef player, NetworkObject networkObject, bool alwaysInterested) | NetworkRunner | |
SetPlayerObject(PlayerRef player, NetworkObject networkObject) | NetworkRunner | |
SetSimulateMultiPeerPhysics(bool value) | NetworkRunner | |
Shutdown(bool destroyGameObject=true, ShutdownReason shutdownReason=ShutdownReason.Ok, bool forceShutdownProcedure=false) | NetworkRunner | |
SimulationTime | NetworkRunner | |
SimulationUnityScene | NetworkRunner | |
SinglePlayerContinue() | NetworkRunner | |
SinglePlayerPause() | NetworkRunner | |
SinglePlayerPause(bool paused) | NetworkRunner | |
Spawn(GameObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
Spawn(NetworkObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
Spawn(NetworkPrefabRef prefabRef, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
Spawn(NetworkObjectGuid prefabGuid, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
Spawn(NetworkPrefabId typeId, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
Spawn< T >(T prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
SpawnAsync(GameObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
SpawnAsync(NetworkObject prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
SpawnAsync(NetworkPrefabRef prefabRef, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
SpawnAsync(NetworkObjectGuid prefabGuid, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
SpawnAsync(NetworkPrefabId typeId, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
SpawnAsync< T >(T prefab, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default, NetworkObjectSpawnDelegate onCompleted=null) | NetworkRunner | |
Stage | NetworkRunner | |
StartGame(StartGameArgs args) | NetworkRunner | |
State | NetworkRunner | |
States enum name | NetworkRunner | |
Tick | NetworkRunner | |
TickRate | NetworkRunner | |
TicksExecuted | NetworkRunner | |
Topology | NetworkRunner | |
TryFindBehaviour(NetworkBehaviourId behaviourId, out NetworkBehaviour behaviour) | NetworkRunner | |
TryFindBehaviour< T >(NetworkBehaviourId id, out T behaviour) | NetworkRunner | |
TryFindObject(NetworkId objectId, out NetworkObject networkObject) | NetworkRunner | |
TryGetBehaviour< T >(out T behaviour) | Behaviour | |
TryGetBehaviourStatistics(Type behaviourType, out BehaviourStatisticsSnapshot behaviourStatisticsSnapshot) | NetworkRunner | |
TryGetFusionStatistics(out FusionStatisticsManager statisticsManager) | NetworkRunner | |
TryGetInputForPlayer< T >(PlayerRef player, out T input) | NetworkRunner | |
TryGetNetworkedBehaviourFromNetworkedObjectRef< T >(NetworkId networkId) | NetworkRunner | |
TryGetNetworkedBehaviourId(NetworkBehaviour behaviour) | NetworkRunner | |
TryGetObjectRefFromNetworkedBehaviour(NetworkBehaviour behaviour) | NetworkRunner | |
TryGetPhysicsInfo(out NetworkPhysicsInfo info) | NetworkRunner | |
TryGetPlayerObject(PlayerRef player, out NetworkObject networkObject) | NetworkRunner | |
TryGetSceneInfo(out NetworkSceneInfo sceneInfo) | NetworkRunner | |
TrySetPhysicsInfo(NetworkPhysicsInfo info) | NetworkRunner | |
TrySpawn(GameObject prefab, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
TrySpawn(NetworkObject prefab, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
TrySpawn(NetworkPrefabRef prefabRef, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
TrySpawn(NetworkObjectGuid prefabGuid, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
TrySpawn(NetworkPrefabId typeId, out NetworkObject obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
TrySpawn< T >(T prefab, out T obj, Vector3? position=null, Quaternion? rotation=null, PlayerRef? inputAuthority=null, OnBeforeSpawned onBeforeSpawned=null, NetworkSpawnFlags flags=default) | NetworkRunner | |
UnloadScene(string sceneName) | NetworkRunner | |
UnloadScene(SceneRef sceneRef) | NetworkRunner | |
UpdateInternal(double dt) | NetworkRunner | |
UserId | NetworkRunner |