Class NetickBehaviour
- Namespace
- Netick
- Assembly
- Netick.dll
public abstract class NetickBehaviour : MonoBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourNetickBehaviour
- Derived
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.useGUILayoutMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.transformComponent.gameObjectComponent.tagObject.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectOfType<T>()Object.ToString()Object.nameObject.hideFlags
- Extension Methods
Constructors
NetickBehaviour()
protected NetickBehaviour()
Properties
Object
The NetworkObject this behaviour is attached to.
public NetworkObject Object { get; }
Property Value
Sandbox
The NetworkSandbox containing this Object.
[NetworkedGroup(NetGroup.End, Relevancy.Everyone, false)]
public NetworkSandbox Sandbox { get; }
Property Value
Methods
NetworkDestroy()
Called when this behaviour has been removed from the simulation.
public virtual void NetworkDestroy()
NetworkFixedUpdate()
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].
public virtual void NetworkFixedUpdate()
NetworkRender()
Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate.
IMPORTANT NOTE: properties (which can be interpolated) marked with [Smooth] attribute will return interpolated values when accessed in this method.
public virtual void NetworkRender()
NetworkStart()
Called when this behaviour has been added to the simulation.
public virtual void NetworkStart()
NetworkUpdate()
Called every frame. Executed before NetworkFixedUpdate.
public virtual void NetworkUpdate()