Add to any NetworkObject Transform, or its associated child Transforms to automatically synchronize TRSP (Position/Rotation/Scale/Parent). More...
Inherits NetworkTRSP, INetworkTRSPTeleport, IBeforeAllTicks, IAfterAllTicks, and IBeforeCopyPreviousState.
Public Member Functions | |
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. | |
override void | SetAreaOfInterestOverride (NetworkObject obj) |
Manually set the NetworkObject used as the AreaOfInterestOverride. More... | |
override void | Spawned () |
Post spawn callback. | |
void | Teleport (Vector3? position=null, Quaternion? rotation=null) |
Set the transform position and rotation to the indicated values, and network the Teleport event. This will suspend interpolation between the previous tick state and the current tick state in Render(), on this peer and all remote peers. More... | |
Public Member Functions inherited from NetworkBehaviour | |
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... | |
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 Member Functions inherited from IElementReaderWriter< NetworkObject > | |
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... | |
Public Member Functions inherited from IElementReaderWriter< NetworkBehaviour > | |
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... | |
Public Attributes | |
bool | DisableSharedModeInterpolation = false |
Disable interpolation on State Authority in Shared Mode. You should disable interpolation if your controller code moves an object inside of Update() rather than FixedUpdateNetwork(). More... | |
bool | SyncParent = false |
Enables synchronization of transform.parent. NOTE: Parent GameObjects must have a NetworkBehaviour derived component to be a valid parent, parent must belong to a different NetworkObject than this Object. More... | |
bool | SyncScale = false |
Enables synchronization of LocalScale. More... | |
Public Attributes inherited from NetworkBehaviour | |
int | offset |
Gives access to the offset (in 32 bit words) and count (in 32 bit words) of this behaviour backing data More... | |
Properties | |
bool | AutoUpdateAreaOfInterestOverride [get, set] |
Determines if parent changes should automatically call SetAreaOfInterestOverride(NetworkObject), and assign the parent NetworkObject as the override. Default is true, as you typically will want player interest in this object to reflect player interest in the nested parent object. For example, if a player is carrying an nested Object, players should only see that carried Object if they see the player. Additionally, AOI works in world space, and NetworkTransform operates in local space, so any AOI position values of nested Objects will ALWAYS be invalid, so nested Objects should always have their AOI Override set to a non-nested Object. More... | |
Properties inherited from NetworkTRSP | |
NetworkTRSPData | Data [get] |
The networked data of this NetworkTRSP. More... | |
bool | IsMainTRSP [get] |
The main NetworkTRSP is at the root of the NetworkObject and it will be used for area of interest operations and parenting of the NetworkObject. More... | |
ref NetworkTRSPData | State [get] |
A reference to the networked data of this NetworkTRSP. More... | |
Properties inherited from NetworkBehaviour | |
Tick | ChangedTick [get] |
The tick the data on this networked behaviour changed More... | |
virtual ? int | DynamicWordCount [get] |
Override this value for custom memory allocations. This is for advanced use cases only, and cannot be used if NetworkedAttribute is used in the derived class. More... | |
bool? | HasInputAuthority [get] |
Returns true if the Simulation.LocalPlayer of the associated NetworkRunner is the designated as Input Source for this network entity. More... | |
bool? | HasStateAuthority [get] |
Returns true if the associated NetworkRunner is the State Source for this network entity. More... | |
NetworkBehaviourId? | Id [get] |
The unique identifier for this network behaviour. More... | |
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... | |
NetworkBehaviourBuffer | StateBuffer [get] |
Gets the state buffer associated with the network behaviour. More... | |
bool | StateBufferIsValid [get] |
Gets a value indicating whether the state buffer is valid. More... | |
Properties inherited from SimulationBehaviour | |
bool | CanReceiveRenderCallback [get] |
Gets a value indicating whether this instance can receive render callbacks. More... | |
bool | CanReceiveSimulationCallback [get] |
Gets a value indicating whether this instance can receive simulation callbacks. More... | |
NetworkObject | Object [get] |
The NetworkObject this component is associated with. More... | |
NetworkRunner | Runner [get] |
The NetworkRunner this component is associated with. More... | |
Additional Inherited Members | |
Static Public Member Functions inherited from NetworkBehaviour | |
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 Public Member Functions inherited from Behaviour | |
static void | DestroyBehaviour (Behaviour behaviour) |
Wrapper for Unity's GameObject.Destroy() More... | |
Protected Member Functions inherited from NetworkBehaviour | |
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... | |
Static Protected Member Functions inherited from NetworkTRSP | |
static void | Render (NetworkTRSP behaviour, Transform transform, bool syncScale, bool syncParent, bool local, ref Tick initial) |
Default Render handling for NetworkTRSP derived classes. More... | |
static void | ResolveAOIOverride (NetworkTRSP behaviour, Transform parent) |
Recursively attempts to find nested parent NetworkObject, and if found assigns that NetworkObject as the AreaOfInterestOverride. More... | |
static void | SetParentTransform (NetworkTRSP behaviour, Transform transform, NetworkBehaviourId parentId) |
Default handling for setting a NetworkTRSP's parent using a NetworkBehaviourId value. More... | |
static void | Teleport (NetworkTRSP behaviour, Transform transform, Vector3? position=null, Quaternion? rotation=null) |
The default Teleport implementation for NetworkTRSP derived classes. More... | |
Protected Attributes inherited from NetworkTRSP | |
Tick | reenabledTick |
The tick on which this NetworkTRSP was last re-enabled (right after Spawned doesn't count). More... | |
Add to any NetworkObject Transform, or its associated child Transforms to automatically synchronize TRSP (Position/Rotation/Scale/Parent).
|
virtual |
Manually set the NetworkObject used as the AreaOfInterestOverride.
obj | NetworkObject to use as the AreaOfInterestOverride. |
Reimplemented from NetworkTRSP.
void Teleport | ( | Vector3? | position = null , |
Quaternion? | rotation = null |
||
) |
Set the transform position and rotation to the indicated values, and network the Teleport event. This will suspend interpolation between the previous tick state and the current tick state in Render(), on this peer and all remote peers.
Implements INetworkTRSPTeleport.
bool DisableSharedModeInterpolation = false |
Disable interpolation on State Authority in Shared Mode. You should disable interpolation if your controller code moves an object inside of Update() rather than FixedUpdateNetwork().
bool SyncParent = false |
Enables synchronization of transform.parent. NOTE: Parent GameObjects must have a NetworkBehaviour derived component to be a valid parent, parent must belong to a different NetworkObject than this Object.
bool SyncScale = false |
Enables synchronization of LocalScale.
|
getset |
Determines if parent changes should automatically call SetAreaOfInterestOverride(NetworkObject), and assign the parent NetworkObject as the override. Default is true, as you typically will want player interest in this object to reflect player interest in the nested parent object. For example, if a player is carrying an nested Object, players should only see that carried Object if they see the player. Additionally, AOI works in world space, and NetworkTransform operates in local space, so any AOI position values of nested Objects will ALWAYS be invalid, so nested Objects should always have their AOI Override set to a non-nested Object.