Table of Contents

Namespace Netick.Unity

Classes

BuildSceneOperation
DefaultSceneHandler
FileReplayTransport
GridRenderer

Helper script to draw the AOI grid.

NetickBaseBehaviour
NetickBehaviour
NetickConfig

Config of Netick.

NetickCoreComponent
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

Base class for all networked behaviors in Netick. Inherit from this class to create network-synchronized logic. Provides access to network state, input, and misc utility methods.

NetworkCallbacks
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.

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

NetworkSandbox represents a networked game instance in Netick.

NetworkSceneHandler
NetworkSceneManager
NetworkTransform

This component is used to replicate the position and rotation of an object.

NetworkTransportProvider
PhysicsSimulationStep

Executes the physics (PhysX or Box2D) simulation step during the NetworkFixedUpdate callback of Netick.

ReplayFileReader
ReplayFileWriter
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

Angle

A helper struct that represents an angle in degrees, which automatically wraps to [0, 360) range.

BehaviourStateRef
FloatErrorCorrector

Handles prediction error correction smoothing for a float.

LaunchData
Network.LaunchResults
NetworkBehaviourRef<T>

Represents a network-serializable reference to a NetworkBehaviour of type T within the networked simulation. This struct stores the object and behaviour ids, allowing retrieval of the referenced behaviour from a NetworkSandbox.

NetworkObjectRef

Represents a network-serializable reference to a NetworkObject within the networked simulation. This struct stores the object network id, allowing retrieval of the referenced object from a NetworkSandbox.

NetworkSceneOperation
QuaternionErrorCorrector

Handles prediction error correction smoothing for a Quaternion.

ReplayFileInfo
ReplayFileReader.Block
ReplayFileReader.Frame
SandboxLaunchData
TransformErrorCorrector

Handles prediction error correction smoothing for a transform.

Vector2ErrorCorrector

Handles prediction error correction smoothing for a Vector2.

Vector3ErrorCorrector

Handles prediction error correction smoothing for a Vector3.

Interfaces

IPhysicsComponent
ISceneId
ISceneOperation

Enums

NetworkAnimator.NetworkAnimatorRepConditions
NetworkRenderInvokeOrder
NetworkTransformRepConditions
PhysicsType
ReplayEncoding
ReplayFileStatus
StartMode

Defines the start modes for Netick, which determine how the network is initialized.

TransformSpace

Delegates

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