Photon Fusion 2.0.4

NetworkRunner Member List

This is the complete list of members for NetworkRunner, including all inherited members.

ActivePlayersNetworkRunner
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
AuthenticationValuesNetworkRunner
BuildTypeNetworkRunnerstatic
BuildTypes enum nameNetworkRunner
CanSpawnNetworkRunner
ClearPlayerAreaOfInterest(PlayerRef player)NetworkRunner
CloudAddressRewriterNetworkRunner
CloudConnectionLostNetworkRunnerstatic
CloudConnectionLostHandler(NetworkRunner networkRunner, ShutdownReason shutdownReason, bool reconnecting)NetworkRunner
ConfigNetworkRunner
CurrentConnectionTypeNetworkRunner
DeltaTimeNetworkRunner
Despawn(NetworkObject networkObject)NetworkRunner
DestroyBehaviour(Behaviour behaviour)Behaviourstatic
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
GameModeNetworkRunner
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)NetworkRunnerstatic
GetBehaviour< T >()Behaviour
GetInputForPlayer< T >(PlayerRef player)NetworkRunner
GetInstancesEnumerator()NetworkRunnerstatic
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)NetworkRunnerstatic
GetRunnerForScene(Scene scene)NetworkRunnerstatic
GetSceneRef(string sceneNameOrPath)NetworkRunner
GetSceneRef(GameObject gameObj)NetworkRunner
GetSingleton< T >()NetworkRunner
HasAnyActiveConnections()NetworkRunner
HasSingleton< T >()NetworkRunner
InstancesNetworkRunnerstatic
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
IsClientNetworkRunner
IsCloudReadyNetworkRunner
IsConnectedToServerNetworkRunner
IsFirstTickNetworkRunner
IsForwardNetworkRunner
IsInSessionNetworkRunner
IsInterestedIn(NetworkObject obj, PlayerRef player)NetworkRunner
IsLastTickNetworkRunner
IsPlayerNetworkRunner
IsPlayerValid(PlayerRef player)NetworkRunner
IsResimulationNetworkRunner
IsResumeNetworkRunner
IsRunningNetworkRunner
IsSceneAuthorityNetworkRunner
IsSceneManagerBusyNetworkRunner
IsServerNetworkRunner
IsSharedModeMasterClientNetworkRunner
IsShutdownNetworkRunner
IsSimulationUpdatingNetworkRunner
IsSinglePlayerNetworkRunner
IsStartingNetworkRunner
JoinSessionLobby(SessionLobby sessionLobby, string lobbyID=null, AuthenticationValues authentication=null, FusionAppSettings customAppSettings=null, bool? useDefaultCloudPorts=false, CancellationToken cancellationToken=default, bool useCachedRegions=true)NetworkRunner
LagCompensationNetworkRunner
LatestServerTickNetworkRunner
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
LobbyInfoNetworkRunner
LocalAlphaNetworkRunner
LocalPlayerNetworkRunner
LocalRenderTimeNetworkRunner
MakeDontDestroyOnLoad(GameObject obj)NetworkRunner
ModeNetworkRunner
MoveGameObjectToSameScene(GameObject gameObj, GameObject other)NetworkRunner
MoveGameObjectToScene(GameObject gameObj, SceneRef sceneRef)NetworkRunner
MoveToRunnerScene(GameObject instance, SceneRef? targetSceneRef=null)NetworkRunner
MoveToRunnerScene< T >(T component)NetworkRunner
NATTypeNetworkRunner
ObjectAcquiredNetworkRunner
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
ObjectProviderNetworkRunner
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
PrefabsNetworkRunner
ProvideInputNetworkRunner
PushHostMigrationSnapshot()NetworkRunner
RegisterSceneObjects(SceneRef scene, NetworkObject[] objects, NetworkSceneLoadId loadId=default)NetworkRunner
ReleaseStateAuthority(NetworkId id)NetworkRunner
ReliableDataSendRateNetworkRunner
RemoteObjectCreated(NetworkObjectMeta obj) (defined in Simulation.ICallbacks)Simulation.ICallbacks
RemoteObjectDestroyed(NetworkId id) (defined in Simulation.ICallbacks)Simulation.ICallbacks
RemoteRenderTimeNetworkRunner
RemoveCallbacks(params INetworkRunnerCallbacks[] callbacks)NetworkRunner
RemoveGlobal(SimulationBehaviour instance)NetworkRunner
RenderInternal()NetworkRunner
RequestStateAuthority(NetworkId id)NetworkRunner
SceneManagerNetworkRunner
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
SessionInfoNetworkRunner
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
SimulationTimeNetworkRunner
SimulationUnitySceneNetworkRunner
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
StageNetworkRunner
StartGame(StartGameArgs args)NetworkRunner
StateNetworkRunner
States enum nameNetworkRunner
TickNetworkRunner
TickRateNetworkRunner
TicksExecutedNetworkRunner
TopologyNetworkRunner
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
UserIdNetworkRunner