Netick.NetworkRigidbody2D Class Reference
Inheritance diagram for Netick.NetworkRigidbody2D:
Netick.NetworkTransform Netick.IPhysicsComponent Netick.NetworkBehaviour Netick.NetickBehaviour

Public Member Functions

override void BeforeSetup ()
 
override void NetworkStart ()
 
override void NetworkFixedUpdate ()
 
override void ApplyToBehaviour ()
 
override void ApplyToComponent ()
 
- Public Member Functions inherited from Netick.NetworkTransform
override void BeforeSetup ()
 
override void NetworkStart ()
 
override void ApplyToBehaviour ()
 
override void ApplyToComponent ()
 
override void NetworkRender ()
 
- Public Member Functions inherited from Netick.NetworkBehaviour
virtual void NetworkReset ()
 
virtual void OnInputPermitted ()
 
virtual void OnInputRevoked ()
 
virtual void OnInputSourceLeft ()
 
virtual void ApplyToBehaviour ()
 
virtual void ApplyToComponent ()
 
virtual void BeforeSetup ()
 
bool FetchInput< T > (out T input)
 
Interpolator< T > FindInterpolator< T > (int id)
 
bool CanSend (RpcPeers source, RpcPeers target)
 
bool CanInvoke (RpcPeers source, RpcPeers target, bool localInvoke)
 
virtual void InitProperties ()
 
void AddArray (nArray array)
 
NetworkVariable AddProperty (NetworkVariable property, bool isInterpolated, bool isPredicted)
 
- Public Member Functions inherited from Netick.NetickBehaviour
virtual void NetworkStart ()
 
virtual void NetworkDestroy ()
 
virtual void NetworkUpdate ()
 
virtual void NetworkRender ()
 
virtual void NetworkFixedUpdate ()
 

Additional Inherited Members

- Public Attributes inherited from Netick.NetworkTransform
Transform RenderTransform
 
- Properties inherited from Netick.NetworkTransform
InterpolationMode InterpolationMode [get, set]
 
- Properties inherited from Netick.NetworkBehaviour
int Id [get]
 
bool IsClient [get]
 
bool IsServer [get]
 
bool IsOwner [get]
 
bool IsInputSource [get]
 
bool IsProxy [get]
 
bool IsResimulating [get]
 
NetworkPlayer InputSource [get]
 
float UpdatePeriod [get]
 
virtual int UpdateFactor [get]
 
- Properties inherited from Netick.NetickBehaviour
NetworkSandbox Sandbox [get, set]
 
NetworkObject Object [get, set]
 

Detailed Description

This component is used to replicate the position and rotation of an object. Therefore, it’s the same as the Network Transform, the difference is that Network Rigidbody 2D must be used if you want to have client-side prediction over Box2D objects since it replicates several other properties necessary for correct prediction.

Member Function Documentation

◆ ApplyToBehaviour()

override void Netick.NetworkRigidbody2D.ApplyToBehaviour ( )
virtual

Overrides this to apply the Unity's component state into the network state (network properties) of this NetworkBehaviour.

Reimplemented from Netick.NetworkBehaviour.

◆ ApplyToComponent()

override void Netick.NetworkRigidbody2D.ApplyToComponent ( )
virtual

Overrides this to apply the network state (network properties) of this NetworkBehaviour into the Unity's component state.

Reimplemented from Netick.NetworkBehaviour.

◆ BeforeSetup()

override void Netick.NetworkRigidbody2D.BeforeSetup ( )
virtual

Reimplemented from Netick.NetworkBehaviour.

◆ NetworkFixedUpdate()

override void Netick.NetworkRigidbody2D.NetworkFixedUpdate ( )
virtual

Called every fixed-time network update/tick. Any changes/updates to the network state must happen here.

On the client, if you are the Input Source or if this Object.PredictionMode is set to Everyone, it will be called several times in one update/tick during resimulations. To check for resimulations, use [IsResimulating].

Reimplemented from Netick.NetickBehaviour.

◆ NetworkStart()

override void Netick.NetworkRigidbody2D.NetworkStart ( )
virtual

Called when this behaviour has been added to the simulation. And if it's attached to a NetworkObject, it means Object has been given a valid network id.

Reimplemented from Netick.NetickBehaviour.