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Public Member Functions | |
override void | BeforeSetup () |
override void | NetworkStart () |
override void | NetworkFixedUpdate () |
override void | ApplyToBehaviour () |
override void | ApplyToComponent () |
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override void | BeforeSetup () |
override void | NetworkStart () |
override void | ApplyToBehaviour () |
override void | ApplyToComponent () |
override void | NetworkRender () |
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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) |
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virtual void | NetworkStart () |
virtual void | NetworkDestroy () |
virtual void | NetworkUpdate () |
virtual void | NetworkRender () |
virtual void | NetworkFixedUpdate () |
Additional Inherited Members | |
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Transform | RenderTransform |
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InterpolationMode | InterpolationMode [get, set] |
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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] |
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NetworkSandbox | Sandbox [get, set] |
NetworkObject | Object [get, set] |
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.
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Overrides this to apply the Unity's component state into the network state (network properties) of this NetworkBehaviour.
Reimplemented from Netick.NetworkBehaviour.
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Overrides this to apply the network state (network properties) of this NetworkBehaviour into the Unity's component state.
Reimplemented from Netick.NetworkBehaviour.
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Reimplemented from Netick.NetworkBehaviour.
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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.
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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.