Table of Contents

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
Object
Component
Behaviour
MonoBehaviour
NetworkTransform
Implements
Derived
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
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.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.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

_posInversePrecision

protected float _posInversePrecision

Field Value

float

_posPrecision

protected float _posPrecision

Field Value

float

_syncPosition

protected bool _syncPosition

Field Value

bool

_syncRot

protected bool _syncRot

Field Value

bool

Properties

InterpolationSource

public InterpolationMode InterpolationSource { get; set; }

Property Value

InterpolationMode

Methods

GameEngineIntoNetcode()

public override void GameEngineIntoNetcode()

InternalGetStateSizeWords()

public override int InternalGetStateSizeWords()

Returns

int

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()