Class NetickBehaviour
public abstract class NetickBehaviour : NetickBaseBehaviour, INetickScript
- Inheritance
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ObjectComponentBehaviourMonoBehaviourNetickBehaviour
- Implements
- Derived
- Inherited Members
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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
NetickBehaviour()
protected NetickBehaviour()
Properties
Engine
public NetickEngine Engine { get; }
Property Value
Entity
public Entity Entity { get; }
Property Value
Object
The NetworkObject this behaviour is attached to.
public NetworkObject Object { get; }
Property Value
Sandbox
The NetworkSandbox containing this Object.
public NetworkSandbox Sandbox { get; }
Property Value
Methods
NetworkDestroy()
Called when this behaviour has been removed from the simulation.
public virtual void NetworkDestroy()
NetworkFixedUpdate()
Called every fixed-time network step. Any changes to the networked state should 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 virtual void NetworkFixedUpdate()
NetworkRender()
Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate.
public virtual void NetworkRender()
NetworkStart()
Called when this behaviour has been added to the simulation.
public virtual void NetworkStart()
NetworkUpdate()
Called every frame. Executed before NetworkFixedUpdate.
public virtual void NetworkUpdate()
OnBecameSimulated()
public virtual void OnBecameSimulated()
OnBecameUnsimulated()
public virtual void OnBecameUnsimulated()