Class NetworkTransform
- Namespace
- Netick
- Assembly
- Netick.Unity.dll
[IgnoreCodeGen]
[ExecutionOrder(-1000)]
[AddComponentMenu("Netick/Network Transform")]
[RequireComponent(typeof(Transform))]
[DisallowMultipleComponent]
public class NetworkTransform : NetworkBehaviour, INetickNetworkScript, INetickScript
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourNetworkTransform
- Implements
- Derived
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.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.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)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
_posInversePrecision
protected float _posInversePrecision
Field Value
_posPrecision
protected float _posPrecision
Field Value
_syncPosition
protected bool _syncPosition
Field Value
_syncRot
protected bool _syncRot
Field Value
Properties
InterpolationSource
public InterpolationMode InterpolationSource { get; set; }
Property Value
Methods
GameEngineIntoNetcode()
public override void GameEngineIntoNetcode()
InternalGetStateSizeWords()
public override int InternalGetStateSizeWords()
Returns
Interpolate()
public void Interpolate()
NetcodeIntoGameEngine()
public override void NetcodeIntoGameEngine()
NetworkAwake()
public override void NetworkAwake()
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()
NetworkRender()
Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate.
public override void NetworkRender()