Namespace Netick.Unity
Classes
- GridRenderer
Helper script to draw the AOI grid.
- NetickConfig
Config of Netick.
- 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<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.
- 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.
- NetworkTransform
This component is used to replicate the position and rotation of an object.
- PhysicsSimulationStep
Executes the physics (PhysX or Box2D) simulation step during the
NetworkFixedUpdatecallback of Netick.
- SingleInstanceEnforcer
Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes.
Structs
- Angle
A helper struct that represents an angle in degrees, which automatically wraps to [0, 360) range.
- FloatErrorCorrector
Handles prediction error correction smoothing for a float.
- NetworkBehaviourRef<T>
Represents a network-serializable reference to a NetworkBehaviour of type
Twithin 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.
- QuaternionErrorCorrector
Handles prediction error correction smoothing for a Quaternion.
- 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
Enums
- StartMode
Defines the start modes for Netick, which determine how the network is initialized.