Namespace Netick
Classes
- Entity
Represents a networked entity (object) in Netick.
- InterestManagement
Manages interest groups and area of interest (AoI) layers.
- InterestManagementGroup
Represents a group used for interest management in Netick. An InterestManagementGroup contains a collection of entities and manages which clients are interested in those entities, typically for the purpose of optimizing network traffic by only sending relevant updates to clients.
- Interpolation
A class representing an abstract interpolation interface, which is implemented by RemoteInterpolation and LocalInterpolation
- LocalInterpolation
A class representing the local interpolation of this instance NetickEngine. This should be used whenever you want to use Predicted Timeline on the client.
- NetickEngine
The NetickEngine class is the core of Netick, managing networking, simulation, interpolation, replication, etc.
- NetworkConnection
Represents a network connection between a client and a server.
- NetworkDictionary<TKey, TValue>
A networked Dictionary<TKey, TValue> collection.
- NetworkHashSet<T>
A networked HashSet<T> collection.
- NetworkLinkedList<T>
A networked linked list collection. This is an ordered list meaning that the elements insertion order is maintained when iterating through the collection.
- NetworkPlayer
Represents a network player, which can be either a local player (representing this player) or a remote connection (representing a connected client)).
- NetworkQueue<T>
A networked Queue<T> collection.
- NetworkRpc
Represents an RPC. Used internally only.
- NetworkStack<T>
A networked Stack<T> collection.
- NetworkUnorderedList<T>
A networked list collection. This is an unordered list meaning that the order of the elements during iteration is undefined.
- Networked
Use this attribute on a property to make it networked. It will be synchronized across the network.
* Use the parameter "size" to specify the max capacity of a network array/collection.
* Use the parameter "relevancy" to specify who will receive this variable.
* Use the parameter "precision" to specify the precision of a float-based variable.
* Use the parameter "ensureSafety" to specify if it will always be safe to access this variable (for instance, when Netick is not running).
- OnChanged
Use this attribute on a method you want to call when a specific property value changes. Example: [OnChanged(nameof(PropertyName)]
- RemoteInterpolation
A class representing the remote interpolation of this instance NetickEngine. This should be used whenever you want to use Remote Timeline on the client.
- Rpc
Use this attribute on any method you want to make an RPC. Must have the return type of void.
* Use the parameter "source" to specify who is allowed to send this RPC.
* Use the parameter "target" to specify who is allowed to receive and execute this RPC.
* Use the parameter "isReliable" to specify if this Rpc should be reliable or not, meaning it won't be lost (due to packet loss).
* Use the parameter "localInvoke" to specify if this Rpc should be executed on the machine it was called from.
Structs
- Interpolator
A struct that is used to obtain interpolation data for a network variable.
- NetickConfigData
Configuration data for Netick.
- NetworkBool
Always use NetworkBool instead of bool, for networked properties and RPC parameters.
- NetworkDictionarySnapshot<TKey, TValue>
A snapshot of the state of a NetworkDictionary<TKey, TValue> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
- NetworkHashSetSnapshot<T>
A snapshot of the state of a NetworkHashSet<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
- NetworkLinkedListSnapshot<T>
A snapshot of the state of a NetworkLinkedList<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
- NetworkPlayerId
Represents a networked struct identifier for a NetworkPlayer.
- NetworkQueueSnapshot<T>
A snapshot of the state of a NetworkQueue<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
- NetworkStackSnapshot<T>
A snapshot of the state of a NetworkStack<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
- NetworkString128
Represents a fixed-size network-serializable string with a maximum length of 128 characters.
- NetworkString16
Represents a fixed-size network-serializable string with a maximum length of 16 characters.
- NetworkString256
Represents a fixed-size network-serializable string with a maximum length of 256 characters.
- NetworkString32
Represents a fixed-size network-serializable string with a maximum length of 32 characters.
- NetworkString64
Represents a fixed-size network-serializable string with a maximum length of 64 characters.
- NetworkString8
Represents a fixed-size network-serializable string with a maximum length of 8 characters.
- NetworkTimer
A helper struct that can be used as a timer for various gameplay purposes.
- NetworkUnorderedListSnapshot<T>
A snapshot of the state of a NetworkUnorderedList<T> collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call.
- RpcContext
Contains information about an RPC call.
- Tick
Represents a network tick.
Interfaces
- IGameEngine
This interface is used to integrate Netick with a game engine.
- INetickComponent
This interface is used to internal Netick systems.
- INetickEntity
This interface is used to integrate Netick with a game engine entity.
- INetickNetworkScript
A script which can have networked properties and rpcs.
- INetickScript
A script which can be added to Netick internal simulation loop.