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Public Member Functions | |
int | GetSceneId () |
void | SetParent (NetworkObject obj) |
T | GetBehaviour< T > (int id) |
void | PermitInput (NetworkPlayer source) |
void | RevokeInput () |
Properties | |
NetworkSandbox | Sandbox [get] |
int | Id = -1 [get] |
bool | HasValidId [get] |
bool | IsSceneObject [get] |
bool | IsPrefabObject [get] |
NetworkObject | Parent [get] |
NetworkPlayer | InputSource [get, set] |
bool | IsProxy [get] |
bool | IsOwner [get] |
bool | IsInputSource [get] |
bool | IsResimulating [get] |
Relevancy | PredictionMode [get] |
int | GetUpdateFactor [get] |
Any GameObject which needs to be synced/replicated must have Network Object component. It’s the component that tells Netick a GameObject is networked. Although not every child GameObject needs it, only the root has to have a Network Object.
T Netick.NetworkObject.GetBehaviour< T > | ( | int | id | ) |
T | : | NetworkBehaviour |
int Netick.NetworkObject.GetSceneId | ( | ) |
void Netick.NetworkObject.PermitInput | ( | NetworkPlayer | source | ) |
[Owner Only] Permit source to provide inputs to this object.
source | The player to be given permission. |
void Netick.NetworkObject.RevokeInput | ( | ) |
[Owner Only] Removes the current Input Source (InputSource) of this object.
void Netick.NetworkObject.SetParent | ( | NetworkObject | obj | ) |
[Owner/InputSource Only] Changes the parent of this object.
obj | The object which will become the parent of this object. |
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Returns true if this NetworkObject has been added to the simulation by Netick, and thus has a valid id.
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The network id of this NetworkObject.
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Returns the source NetworkPlayer (NetworkPeer/ServerConnection) of inputs for this NetworkObject. If the source of inputs is remote (from a client) it returns that ServerConnection, while on the input source itself it returns the local NetworkPlayer.
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Returns true if this NetworkSandbox.LocalPlayer is providing inputs for this NetworkObject.
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Returns true if this Sandbox is the owner of this NetworkObject. In this version of Netick: Server=Owner.
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Returns true if we neither provide inputs nor own this NetworkObject.
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Returns true if we are currently resimulating a previous input of the past. On the server, it always returns false since only the clients resimulate.
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The NetworkObject parent of this object.
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The NetworkSandbox containing this NetworkObject.