Class RollbackManager
Inheritance
Inherited Members
Namespace: FishNet.Component.ColliderRollback
Assembly: FishNet.Runtime.dll
Syntax
public class RollbackManager : MonoBehaviour
Methods
Return()
Returns all ColliderRollback objects back to their original position.
Declaration
public void Return()
Rollback(PreciseTick, RollbackPhysicsType, Boolean)
Rolls back all colliders.
Declaration
public void Rollback(PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
PreciseTick | pt | Precise tick received from the client. |
RollbackPhysicsType | physicsType | Type of physics to rollback; this is often what your casts will use. |
System.Boolean | asOwnerAndClientHost | True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost. |
Rollback(Int32, PreciseTick, RollbackPhysicsType, Boolean)
Rolls back all colliders in a scene.
Declaration
public void Rollback(int sceneHandle, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | sceneHandle | Scene handle containing colliders. |
PreciseTick | pt | Precise tick received from the client. |
RollbackPhysicsType | physicsType | Type of physics to rollback; this is often what your casts will use. |
System.Boolean | asOwnerAndClientHost | True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost. |
Rollback(Int32, Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)
Rolls back colliders hit by a test cast against bounding boxes, in a specific scene.
Declaration
public void Rollback(int sceneHandle, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | sceneHandle | Scene handle containing colliders. |
UnityEngine.Vector3 | origin | Ray origin. |
UnityEngine.Vector3 | normalizedDirection | Direction to cast. |
System.Single | distance | Distance of cast. |
PreciseTick | pt | Precise tick received from the client. |
RollbackPhysicsType | physicsType | Type of physics to rollback; this is often what your casts will use. |
System.Boolean | asOwnerAndClientHost | True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost. |
Rollback(Int32, Vector3, Vector3, Single, PreciseTick, Boolean)
Declaration
[Obsolete("Use Rollback(int, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(int sceneHandle, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | sceneHandle | |
UnityEngine.Vector3 | origin | |
UnityEngine.Vector3 | normalizedDirection | |
System.Single | distance | |
PreciseTick | pt | |
System.Boolean | asOwnerAndClientHost |
Rollback(Scene, PreciseTick, RollbackPhysicsType, Boolean)
Rolls back all colliders in a scene.
Declaration
public void Rollback(Scene scene, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.SceneManagement.Scene | scene | Scene containing colliders. |
PreciseTick | pt | Precise tick received from the client. |
RollbackPhysicsType | physicsType | Type of physics to rollback; this is often what your casts will use. |
System.Boolean | asOwnerAndClientHost | True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost. |
Rollback(Scene, Vector2, Vector2, Single, PreciseTick, Boolean)
Declaration
[Obsolete("Use Rollback(Scene, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics2D, bool) instead.")]
public void Rollback(Scene scene, Vector2 origin, Vector2 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.SceneManagement.Scene | scene | |
UnityEngine.Vector2 | origin | |
UnityEngine.Vector2 | normalizedDirection | |
System.Single | distance | |
PreciseTick | pt | |
System.Boolean | asOwnerAndClientHost |
Rollback(Scene, Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)
Rolls back colliders hit by a test cast against bounding boxes, in a specific scene.
Declaration
public void Rollback(Scene scene, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.SceneManagement.Scene | scene | Scene containing colliders. |
UnityEngine.Vector3 | origin | Ray origin. |
UnityEngine.Vector3 | normalizedDirection | Direction to cast. |
System.Single | distance | Distance of cast. |
PreciseTick | pt | Precise tick received from the client. |
RollbackPhysicsType | physicsType | Type of physics to rollback; this is often what your casts will use. |
System.Boolean | asOwnerAndClientHost | True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost. |
Rollback(Scene, Vector3, Vector3, Single, PreciseTick, Boolean)
Declaration
[Obsolete("Use Rollback(Scene, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(Scene scene, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.SceneManagement.Scene | scene | |
UnityEngine.Vector3 | origin | |
UnityEngine.Vector3 | normalizedDirection | |
System.Single | distance | |
PreciseTick | pt | |
System.Boolean | asOwnerAndClientHost |
Rollback(Vector2, Vector2, Single, PreciseTick, Boolean)
Declaration
[Obsolete("Use Rollback(Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics2D, bool) instead.")]
public void Rollback(Vector2 origin, Vector2 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Vector2 | origin | |
UnityEngine.Vector2 | normalizedDirection | |
System.Single | distance | |
PreciseTick | pt | |
System.Boolean | asOwnerAndClientHost |
Rollback(Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)
Rolls back colliders hit by a test cast against bounding boxes.
Declaration
public void Rollback(Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Vector3 | origin | Ray origin. |
UnityEngine.Vector3 | normalizedDirection | Direction to cast. |
System.Single | distance | Distance of cast. |
PreciseTick | pt | Precise tick received from the client. |
RollbackPhysicsType | physicsType | Type of physics to rollback; this is often what your casts will use. |
System.Boolean | asOwnerAndClientHost | True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost. |
Rollback(Vector3, Vector3, Single, PreciseTick, Boolean)
Declaration
[Obsolete("Use Rollback(Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Vector3 | origin | |
UnityEngine.Vector3 | normalizedDirection | |
System.Single | distance | |
PreciseTick | pt | |
System.Boolean | asOwnerAndClientHost |