Table of Contents

Namespace Netick

Classes

Accumulator
BadPacketException
CircularList<T>
ClientConnection
ComponentExtensions
DoubleStats
ExecuteAfterAttribute
ExecuteBeforeAttribute
ExecutionOrderAttribute
FloatCompressor
FloatCompressorExtensions
FloatStats
GameClock
HitShape
HitShapeContainer
INetworkedVariable<T>
IntCompressor
IntCompressorExtensions
Interpolation
Interpolator<T>
LagCompensation
LocalInterpolation
Monitor
NetVar_Bool
NetVar_Byte
NetVar_Color
NetVar_Color32
NetVar_Double
NetVar_Float
NetVar_Int
NetVar_Int32Enum
NetVar_Long
NetVar_NetworkId
NetVar_Quaternion
NetVar_Short
NetVar_String
NetVar_Struct<T>
NetVar_Transform
NetVar_UInt32
NetVar_ULong
NetVar_UShort
NetVar_Vector2
NetVar_Vector3
NetVar_Vector4
NetickBehaviour
NetickBuffer
NetickConfig

Config class for Netick.

NetickConnection
NetickCoreComponent
NetickList<T>
NetickUtil
Network
NetworkAnimator

This component is used to replicate Unity Animator parameters and states.

NetworkArray<T>
NetworkBehaviour

Network Behaviour is the base class for all behaviours that need to be networked.

NetworkChannel
NetworkConnection
NetworkConnectionRequest
NetworkEvents
NetworkEvents.OnClientConnectedEvent
NetworkEvents.OnClientDisconnectedEvent
NetworkEvents.OnClientSceneLoadeddEvent
NetworkEvents.OnConnectFailedEvent
NetworkEvents.OnConnectRequestEvent
NetworkEvents.OnConnectedToServerEvent
NetworkEvents.OnDisconnectedFromServerEvent
NetworkEvents.OnInputEvent
NetworkEvents.OnMatchCreatedEvent
NetworkEvents.OnMatchListUpdateEvent
NetworkEvents.OnObjectCreatedEvent
NetworkEvents.OnObjectDestroyedEvent
NetworkEvents.OnSceneLoadStartedEvent
NetworkEvents.OnSceneLoadedEvent
NetworkEvents.OnShutdownEvent
NetworkEvents.OnStartupEvent
NetworkEventsListner
NetworkInput

Network Input is the base class for classes containing networked user inputs.

NetworkObject

Any GameObject which needs to be synced/replicated must have a Network Object component. It’s the component that tells Netick a GameObject is networked. Although not every child GameObject needs it, only the root has to have a Network Object.

NetworkPeer
NetworkPlayer

Represents a network player, which can be either a local player (representing this sandbox) or a remote connection (representing a connected client)).

NetworkRPC
NetworkRigidbody

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 must be used if you want to have client-side prediction over PhysX objects since it replicates several other properties necessary for correct prediction.

NetworkRigidbody2D

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.

NetworkSandbox

Network Sandbox is what controls the whole network simulation. It can be thought of as the manager of the simulation. You can have more than one network sandbox in a single Unity game, and that happens when you start both a client and a server on the same project. This can be extremely useful for testing/debugging, because it allows you to run a server and a client(or multiple thereof) in the same project and therefore see what happens at both at the same time, without interference.

NetworkSerializable
NetworkTransform

This component is used to replicate the position and rotation of an object.

NetworkTransport
NetworkVariable
Networked

Use this attribute on any property you want to replicate/sync.

* If this property is a network array, use the parameter "size" to specify the size of the array.

* (compression) If you want set a precision for this property, use the parameter "precision". Only works on Float/Vector3/Vector2/Quaternion.

* (compression) If you want set a maximum value for this property, use the parameter "max". Only works on Int.

* (compression) If you want set a minimum value for this property, use the parameter "min". Only works on Int.

NetworkedGroup
NetworkedGroupLast
NetworkedHeader
NotClientException
NotServerException
OR_Node
ObjectList
OnChanged

Use this attribute on a method you want to call when a specific property value changes. Example: [OnChanged(nameof(PropertyName)]

Note: if used on network array, the method should have one parameter to be used as an index. If not used on an array, it should be parameterless.

PhysicsSimulationStep
RemoteInterpolation
Rpc

Use this attribute on any method you want to make an RPC. Should have the return type of void, and not be static.

* Use the parameter "source" to specify who is allowed to send this RPC.

* Use the parameter "target" to specify who is allowed to receive and execute this RPC.

* Use the parameter "isReliable" to specify if this Rpc should be reliable or not, meaning it won't be lost (due to packet loss).

* Use the parameter "localInvoke" to specify if this Rpc should be executed on the machine it was called from.

ServerConnection
SingleInstanceEnforcer

Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes.

Smooth

Use this attribute on any property you want to interpolate/smooth. And you would automatically get interpolated values when accessing the property in NetRender.

* If you want to always use server data (snapshots) for interpolation, pass true to parameter "serverDataInterpolation"

TickExtensions
TrackedRigidbody2D
TrackedRigidbody3D
TrackedRigidbodyBase
nArray

Base class for all networked arrays.

nArrayNonStruct<T>
nArrayStruct<T>

Structs

BitFlagsStruct
NetHit
Network.Sandboxs
NetworkId
NetworkRigidbodyVelocities3D
Session
Snapshot<T>
SpawnPredictionKey
Tick
TransformData
TransformDataNetwork

Interfaces

INetickPeer
IPhysicsComponent
ISerializable
ResetOnSceneSwitch
Serializable

Enums

ConnectionFailedReason
HitShapeType
InterpolationSource
NetGroup
NetHitType
NetworkAnimator.NetworkAnimatorRepConditions
NetworkRenderInvokeOrder
NetworkTransformRepConditions
PhysicsType
Relevancy
RpcPeers
RunMode
StartMode

Manages Netick and its sandboxes, and is used to start and shut down Netick.

TransformSpace

Delegates

OnArrayChangedEvent
OnChangedEvent<T>
OnClientConnectedDelegate
OnClientDisconnectedDelegate
OnClientSceneLoadedDelegate
OnConnectFailedDelegate
OnConnectRequestDelegate
OnConnectedToServerDelegate
OnDisconnectedFromServerDelegate
OnEntityDestroyedDelegate
OnInputReadDelegate
OnMatchCreatedDelegate
OnMatchListUpdateDelegate
OnObjectCreatedDelegate
OnSceneLoadStartedDelegate
OnSceneLoadedDelegate
OnShutdownDelegate
OnStartupDelegate