Table of Contents

Namespace Netick.Unity

Classes

ComponentExtensions
GridRenderer
NetickBaseBehaviour
NetickBehaviour
NetickCallbacks
NetickConfig

Config class for Netick.

NetickCoreComponent
NetickUnityExt
NetickUnityUtils
Network

Manages Netick and its sandboxes, and is used to start and shut down Netick.

NetworkAnimator

This component is used to replicate Unity's Animator parameters and states.

NetworkArray
NetworkArray<T>

A networked array.

NetworkBehaviour
NetworkEvents
NetworkEvents.OnClientConnectedEvent
NetworkEvents.OnClientDisconnectedEvent
NetworkEvents.OnConnectFailedEvent
NetworkEvents.OnConnectRequestEvent
NetworkEvents.OnConnectedToServerEvent
NetworkEvents.OnDisconnectedFromServerEvent
NetworkEvents.OnInputEvent
NetworkEvents.OnMatchCreatedEvent
NetworkEvents.OnMatchListUpdateEvent
NetworkEvents.OnObjectCreatedEvent
NetworkEvents.OnObjectDestroyedEvent
NetworkEvents.OnSceneLoadStartedEvent
NetworkEvents.OnSceneLoadedEvent
NetworkEvents.OnShutdownEvent
NetworkEvents.OnStartupEvent
NetworkEventsListener
NetworkObject

Any GameObject which needs to be synced/replicated must have a Network Object component. It’s the component that tells Netick a GameObject is networked. Although not every child GameObject needs it, only the root has to have a Network Object.

NetworkPlayerExtensions
NetworkRigidbody

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 must be used if you want to have client-side prediction over PhysX objects since it replicates several other properties necessary for correct prediction.

NetworkRigidbody2D

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.

NetworkSandbox
NetworkSceneManager
NetworkTimerExt
NetworkTransform
NetworkTransportProvider
PhysicsSimulationStep
ProfilerIMGUI
SingleInstanceEnforcer

Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes.

TrackedRigidbody2D
TrackedRigidbody3D
TrackedRigidbodyBase

Structs

LaunchData
Network.LaunchResults
NetworkBehaviourRef<T>
NetworkObjectRef
NetworkSceneOperation
QuaternionErrorCorrector
TransformErrorCorrector
Vector3ErrorCorrector

Interfaces

IPhysicsComponent

Enums

NetworkAnimator.NetworkAnimatorRepConditions
NetworkRenderInvokeOrder
NetworkTransformRepConditions
PhysicsType
StartMode
TransformSpace

Delegates

OnClientConnectedDelegate
OnClientDisconnectedDelegate
OnConnectFailedDelegate
OnConnectRequestDelegate
OnConnectedToServerDelegate
OnDataReceivedDelegate
OnDisconnectedFromServerDelegate
OnEntityDestroyedDelegate
OnInputReadDelegate
OnMatchCreatedDelegate
OnMatchListUpdateDelegate
OnObjectCreatedDelegate
OnPlayerConnectedDelegate
OnPlayerDisconnectedDelegate
OnSceneLoadStartedDelegate
OnSceneLoadedDelegate
OnSceneOperationDelegate
OnShutdownDelegate
OnStartupDelegate
OnVisibilityChangedDelegate