Table of Contents

Class NetworkTransform

Namespace
Netick.Unity
Assembly
Netick.Unity.dll
[IgnoreCodeGen]
[ExecutionOrder(-1000)]
[AddComponentMenu("Netick/Network Transform")]
[RequireComponent(typeof(Transform))]
[DisallowMultipleComponent]
public class NetworkTransform : NetworkBehaviour, INetickNetworkScript, INetickScript, IClientSimulationCallbacks
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

CorrectionMaxBlendAlpha

public float CorrectionMaxBlendAlpha

Field Value

float

CorrectionMultiplier

public float CorrectionMultiplier

Field Value

float

InterpolationMultiplier

public float InterpolationMultiplier

Field Value

float

RenderTransform

public Transform RenderTransform

Field Value

Transform

TeleportDistance

[HideInInspector]
[SerializeField]
public float TeleportDistance

Field Value

float

TeleportErrorThreshold

public float TeleportErrorThreshold

Field Value

float

TransformSpace

[SerializeField]
protected TransformSpace TransformSpace

Field Value

TransformSpace

_posInversePrecision

protected float _posInversePrecision

Field Value

float

_posPrecision

protected float _posPrecision

Field Value

float

_rotInversePrecision

protected float _rotInversePrecision

Field Value

float

_rotPrecision

protected float _rotPrecision

Field Value

float

_syncPosition

protected bool _syncPosition

Field Value

bool

_syncRot

protected bool _syncRot

Field Value

bool

Properties

InterpolationSource

public InterpolationSource InterpolationSource { get; set; }

Property Value

InterpolationSource

Position

public Vector3 Position { get; }

Property Value

Vector3

Rotation

public Quaternion Rotation { get; }

Property Value

Quaternion

Methods

GameEngineIntoNetcode()

public override void GameEngineIntoNetcode()

GetInterpolationData(out Vector3, out Quaternion)

public bool GetInterpolationData(out Vector3 pos, out Quaternion rot)

Parameters

pos Vector3
rot Quaternion

Returns

bool

InternalGetStateSizeWords()

public override int InternalGetStateSizeWords()

Returns

int

NetcodeIntoGameEngine()

public override void NetcodeIntoGameEngine()

NetworkAwake()

public override void NetworkAwake()

NetworkDestroy()

Called when this behaviour has been removed from the simulation.

public override 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 override void NetworkFixedUpdate()

NetworkRender()

Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate.

public override void NetworkRender()

NetworkStart()

Called when this behaviour has been added to the simulation.

public override void NetworkStart()

OnBecameInterested()

public override void OnBecameInterested()

Render()

public void Render()

Teleport(Quaternion)

Instantly moves the object. By calling this method, the object won't be interpolated for one tick.

public void Teleport(Quaternion rotation)

Parameters

rotation Quaternion

Teleport(Vector3)

Instantly moves the object. By calling this method, the object won't be interpolated for one tick.

public void Teleport(Vector3 position)

Parameters

position Vector3

Teleport(Vector3, Quaternion)

Instantly moves the object. By calling this method, the object won't be interpolated for one tick.

public void Teleport(Vector3 position, Quaternion rotation)

Parameters

position Vector3
rotation Quaternion