Table of Contents

Class NetickBehaviour

Namespace
Netick
Assembly
Netick.dll
public abstract class NetickBehaviour : MonoBehaviour
Inheritance
Object
Component
Behaviour
MonoBehaviour
NetickBehaviour
Derived
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.useGUILayout
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.transform
Component.gameObject
Component.tag
Object.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.name
Object.hideFlags
Extension Methods

Constructors

NetickBehaviour()

protected NetickBehaviour()

Properties

Object

The NetworkObject this behaviour is attached to.

public NetworkObject Object { get; }

Property Value

NetworkObject

Sandbox

The NetworkSandbox containing this Object.

[NetworkedGroup(NetGroup.End, Relevancy.Everyone, false)]
public NetworkSandbox Sandbox { get; }

Property Value

NetworkSandbox

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()