Class NetworkTransform
- Namespace
- Netick
- Assembly
- Netick.dll
This component is used to replicate the position and rotation of an object.
[ExecutionOrder(-1000)]
[AddComponentMenu("Netick/Network Transform")]
[RequireComponent(typeof(Transform))]
[DisallowMultipleComponent]
public class NetworkTransform : NetworkBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourNetworkTransform
- 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
NetworkTransform()
public NetworkTransform()
Fields
RenderTransform
public Transform RenderTransform
Field Value
- Transform
TransformSpace
[SerializeField]
protected TransformSpace TransformSpace
Field Value
Properties
InterpolationSource
public InterpolationSource InterpolationSource { get; set; }
Property Value
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()
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()
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 override void NetworkRender()
NetworkStart()
Called when this behaviour has been added to the simulation.
public override void NetworkStart()