Table of Contents

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
Object
Component
Behaviour
MonoBehaviour
NetworkTransform
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

NetworkTransform()

public NetworkTransform()

Fields

RenderTransform

public Transform RenderTransform

Field Value

Transform

TransformSpace

[SerializeField]
protected TransformSpace TransformSpace

Field Value

TransformSpace

Properties

InterpolationSource

public InterpolationSource InterpolationSource { get; set; }

Property Value

InterpolationSource

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()