Photon Unity Networking v1.101

Public Member Functions | Public Attributes | Static Public Attributes | List of all members
RaiseEventOptions Class Reference

Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details. More...

Public Member Functions

void Reset ()
 Reset this instance. For better memory handling than instanciating a new one always, More...
 

Public Attributes

EventCaching CachingOption
 Defines if the server should simply send the event, put it in the cache or remove events that are like this one. More...
 
byte InterestGroup
 The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first. More...
 
int[] TargetActors
 A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way. More...
 
ReceiverGroup Receivers
 Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost. More...
 
byte SequenceChannel
 Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel. More...
 
bool ForwardToWebhook
 Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state. More...
 
bool Encrypt
 

Static Public Attributes

static readonly RaiseEventOptions Default = new RaiseEventOptions()
 Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0. More...
 

Detailed Description

Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details.

Member Function Documentation

◆ Reset()

void RaiseEventOptions.Reset ( )

Reset this instance. For better memory handling than instanciating a new one always,

Member Data Documentation

◆ CachingOption

EventCaching RaiseEventOptions.CachingOption

Defines if the server should simply send the event, put it in the cache or remove events that are like this one.

When using option: SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex, set a CacheSliceIndex. All other options except SequenceChannel get ignored.

◆ Default

readonly RaiseEventOptions RaiseEventOptions.Default = new RaiseEventOptions()
static

Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0.

◆ Encrypt

bool RaiseEventOptions.Encrypt

◆ ForwardToWebhook

bool RaiseEventOptions.ForwardToWebhook

Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state.

◆ InterestGroup

byte RaiseEventOptions.InterestGroup

The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first.

◆ Receivers

ReceiverGroup RaiseEventOptions.Receivers

Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost.

◆ SequenceChannel

byte RaiseEventOptions.SequenceChannel

Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel.

◆ TargetActors

int [] RaiseEventOptions.TargetActors

A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way.