Table of Contents

Class NetworkRigidbody2D

Namespace
Netick
Assembly
Netick.dll

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.

[AddComponentMenu("Netick/Network Rigidbody 2D")]
[RequireComponent(typeof(Rigidbody2D))]
[DisallowMultipleComponent]
public sealed class NetworkRigidbody2D : NetworkTransform, IPhysicsComponent
Inheritance
Object
Component
Behaviour
MonoBehaviour
NetworkRigidbody2D
Implements
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

NetworkRigidbody2D()

public NetworkRigidbody2D()

Properties

IsKinematic

public bool IsKinematic { get; set; }

Property Value

bool

Methods

ApplyToBehaviour()

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

public override void ApplyToBehaviour()

ApplyToComponent()

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

public override void ApplyToComponent()

BeforeSetup()

public override void BeforeSetup()

NetworkDestroy()

Called when this behaviour has been removed from the simulation.

public override 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 override void NetworkFixedUpdate()

NetworkInit()

public override void NetworkInit()

NetworkStart()

Called when this behaviour has been added to the simulation.

public override void NetworkStart()