Table of Contents

Class NetworkRigidbody2D

Namespace
Netick.Unity
Assembly
Netick.Unity.dll

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.

[IgnoreCodeGen]
public sealed class NetworkRigidbody2D : NetworkTransform, INetickNetworkScript, INetickScript, IClientSimulationCallbacks, IPhysicsComponent
Inheritance
NetworkRigidbody2D
Implements
Inherited Members

Constructors

NetworkRigidbody2D()

public NetworkRigidbody2D()

Methods

GameEngineIntoNetcode()

public override void GameEngineIntoNetcode()

InternalGetStateSizeWords()

public override int InternalGetStateSizeWords()

Returns

int

InternalReset()

public override void InternalReset()

NetcodeIntoGameEngine()

public override void NetcodeIntoGameEngine()

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 override void NetworkFixedUpdate()

NetworkStart()

Called when this behaviour has been added to the simulation.

public override void NetworkStart()