Class NetworkObject
Inheritance
Implements
Inherited Members
Namespace: FishNet.Object
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
public class NetworkObject : MonoBehaviour, IOrderable
Fields
NetworkBehaviours
Current Networkbehaviours.
Declaration
[HideInInspector]
public List<NetworkBehaviour> NetworkBehaviours
Field Value
Type | Description |
---|---|
System.Collections.Generic.List<NetworkBehaviour> |
NetworkObserver
NetworkObserver on this object.
Declaration
[HideInInspector]
public NetworkObserver NetworkObserver
Field Value
Type | Description |
---|---|
NetworkObserver |
Observers
Clients which can see and get messages from this NetworkObject.
Declaration
[HideInInspector]
public HashSet<NetworkConnection> Observers
Field Value
Type | Description |
---|---|
System.Collections.Generic.HashSet<NetworkConnection> |
UNSET_OBJECTID_VALUE
Value used when the ObjectId has not been set.
Declaration
public const int UNSET_OBJECTID_VALUE = 65535
Field Value
Type | Description |
---|---|
System.Int32 |
UNSET_PREFABID_VALUE
Value used when the PrefabId has not been set.
Declaration
public const int UNSET_PREFABID_VALUE = 65535
Field Value
Type | Description |
---|---|
System.Int32 |
UNSET_SCENEID_VALUE
Value used when the ObjectId has not been set.
Declaration
public const int UNSET_SCENEID_VALUE = 0
Field Value
Type | Description |
---|---|
System.Int32 |
Properties
AssetPathHash
Hash for the path which this asset resides. This value is set during edit time.
Declaration
public ulong AssetPathHash { get; }
Property Value
Type | Description |
---|---|
System.UInt64 |
ClientManager
ClientManager for this object.
Declaration
public ClientManager ClientManager { get; }
Property Value
Type | Description |
---|---|
ClientManager |
ComponentIndex
ComponentIndex for this NetworkBehaviour.
Declaration
public byte ComponentIndex { get; }
Property Value
Type | Description |
---|---|
System.Byte |
EnablePrediction
True if this object uses prediciton methods.
Declaration
public bool EnablePrediction { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
EnableStateForwarding
True to forward replicate and reconcile states to all clients. This is ideal with games where you want all clients and server to run the same inputs. False to only use prediction on the owner, and synchronize to spectators using other means such as a NetworkTransform.
Declaration
public bool EnableStateForwarding { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
HasAuthority
True if IsOwner, or if IsServerInitialized with no Owner.
Declaration
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use (base.Owner.IsLocalClient || (base.IsServerInitialized && !Owner.Isvalid) instead.")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
public bool HasAuthority { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
InitializedNestedNetworkObjects
Nested NetworkObjects that existed during initialization.
Declaration
public List<NetworkObject> InitializedNestedNetworkObjects { get; }
Property Value
Type | Description |
---|---|
System.Collections.Generic.List<NetworkObject> |
Remarks
This API is for internal use and may change at any time.
InitializedParentNetworkBehaviour
NetworkBehaviour on the root of a NetworkObject parenting this instance. Value will be null if there was no parent during serialization.
Declaration
public NetworkBehaviour InitializedParentNetworkBehaviour { get; }
Property Value
Type | Description |
---|---|
NetworkBehaviour |
Remarks
This API is for internal use and may change at any time.
IsClient
Declaration
[Obsolete("Use IsClientInitialized. Note the difference between IsClientInitialized and IsClientStarted.")]
public bool IsClient { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsClientInitialized
True if this object has been initialized on the client side. This is set true right before client start callbacks and after stop callbacks.
Declaration
public bool IsClientInitialized { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsClientOnly
Declaration
[Obsolete("Use IsClientOnlyInitialized. Note the difference between IsClientOnlyInitialized and IsClientOnlyStarted.")]
public bool IsClientOnly { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsClientOnlyInitialized
True if this object has been initialized only on the server side. This is set true right before server start callbacks and after stop callbacks.
Declaration
public bool IsClientOnlyInitialized { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsClientOnlyStarted
True if only the client is started and authenticated.
Declaration
public bool IsClientOnlyStarted { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsClientStarted
True if the client is started and authenticated. This will return true on clientHost even if the object has not initialized yet for the client. To check if this object has been initialized for the client use IsClientInitialized.
Declaration
public bool IsClientStarted { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsGlobal
True to make this object global, and added to the DontDestroyOnLoad scene. This value may only be set for instantiated objects, and can be changed if done immediately after instantiating.
Declaration
public bool IsGlobal { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsHost
Declaration
[Obsolete("Use IsHostInitialized. Note the difference between IsHostInitialized and IsHostStarted.")]
public bool IsHost { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsHostInitialized
True if this object has been initialized on the server and client side.
Declaration
public bool IsHostInitialized { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsHostStarted
True if client and server are started.
Declaration
public bool IsHostStarted { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsManagerReconciling
True if a reconcile is occuring on the PredictionManager. Note the difference between this and IsBehaviourReconciling.
Declaration
public bool IsManagerReconciling { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsNested
True if this object is nested. This value is automatically applied for prefabs and scene objects during serialization. However, if changing parents at runtime use NetworkObject.SetParent().
Declaration
public bool IsNested { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsNetworked
True if the object will always initialize as a networked object. When false the object will not automatically initialize over the network. Using Spawn() on an object will always set that instance as networked. To check if server or client has been initialized on this object use IsXYZInitialized.
Declaration
public bool IsNetworked { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsObjectReconciling
True if a reconcile is occuring on any NetworkBehaviour that is on or nested of this NetworkObject. Runtime NetworkBehaviours are not included, such as if you child a NetworkObject to another at runtime.
Declaration
public bool IsObjectReconciling { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsOffline
True if client nor server are started.
Declaration
public bool IsOffline { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsOwner
True if the local client is the owner of this object. This will only return true if IsClientInitialized is also true. You may check ownership status regardless of client initialized state by using Owner.IsLocalClient.
Declaration
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use base.Owner.IsLocalClient instead.")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
public bool IsOwner { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsOwnerOrServer
True if IsOwner, or if IsServerInitialized with no Owner.
Declaration
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartServer", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "OnStartNetwork", " Use (base.Owner.IsLocalClient || (base.IsServerInitialized && !Owner.Isvalid) instead.")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Awake", "")]
[PreventUsageInside("global::FishNet.Object.NetworkBehaviour", "Start", "")]
public bool IsOwnerOrServer { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsSceneObject
Returns if this object was placed in the scene during edit-time.
Declaration
public bool IsSceneObject { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsServer
Declaration
[Obsolete("Use IsServerInitialized. Note the difference between IsServerInitialized and IsServerStarted.")]
public bool IsServer { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsServerInitialized
True if this object has been initialized on the server side. This is set true right before server start callbacks and after stop callbacks.
Declaration
public bool IsServerInitialized { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsServerOnly
Declaration
[Obsolete("Use IsServerOnlyInitialized. Note the difference between IsServerOnlyInitialized and IsServerOnlyStarted.")]
public bool IsServerOnly { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsServerOnlyInitialized
True if this object has been initialized only on the server side. This is set true right before server start callbacks and after stop callbacks.
Declaration
public bool IsServerOnlyInitialized { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsServerOnlyStarted
True if only the server is started.
Declaration
public bool IsServerOnlyStarted { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsServerStarted
True if the server is active. This will return true on clientHost even if the object is being deinitialized on the server. To check if this object has been initialized for the server use IsServerInitialized.
Declaration
public bool IsServerStarted { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsSpawnable
True if the object can be spawned at runtime; this is generally false for scene prefabs you do not spawn.
Declaration
public bool IsSpawnable { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsSpawned
True if the object is initialized for the network.
Declaration
public bool IsSpawned { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
LocalConnection
The local connection of the client calling this method.
Declaration
public NetworkConnection LocalConnection { get; }
Property Value
Type | Description |
---|---|
NetworkConnection |
NetworkManager
NetworkManager for this object.
Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type | Description |
---|---|
NetworkManager |
ObjectId
Unique Id for this NetworkObject. This does not represent the object owner.
Declaration
public int ObjectId { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
ObserverManager
ObserverManager for this object.
Declaration
public ObserverManager ObserverManager { get; }
Property Value
Type | Description |
---|---|
ObserverManager |
Order
This is for internal use. Returns the order to initialize the object.
Declaration
public int Order { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
Owner
Owner of this object.
Declaration
public NetworkConnection Owner { get; }
Property Value
Type | Description |
---|---|
NetworkConnection |
OwnerId
ClientId for this NetworkObject owner.
Declaration
public int OwnerId { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
PredictedOwner
PredictedOwner component on this object. Will be null if not added manually.
Declaration
public PredictedOwner PredictedOwner { get; }
Property Value
Type | Description |
---|---|
PredictedOwner |
PredictedSpawn
PredictedSpawn component on this object. Will be null if not added manually.
Declaration
public PredictedSpawn PredictedSpawn { get; }
Property Value
Type | Description |
---|---|
PredictedSpawn |
PredictedSpawner
NetworkConnection which predicted spawned this object.
Declaration
public NetworkConnection PredictedSpawner { get; }
Property Value
Type | Description |
---|---|
NetworkConnection |
PredictionManager
PredictionManager for this object.
Declaration
public PredictionManager PredictionManager { get; }
Property Value
Type | Description |
---|---|
PredictionManager |
PredictionSmoother
Graphical smoother to use when using set for owner.
Declaration
public ChildTransformTickSmoother PredictionSmoother { get; }
Property Value
Type | Description |
---|---|
ChildTransformTickSmoother |
PrefabId
Networked PrefabId assigned to this Prefab.
Declaration
public ushort PrefabId { get; }
Property Value
Type | Description |
---|---|
System.UInt16 |
RigidbodyPauser
Pauses and unpauses rigidbodies when they do not have data to reconcile to.
Declaration
public RigidbodyPauser RigidbodyPauser { get; }
Property Value
Type | Description |
---|---|
RigidbodyPauser |
RollbackManager
RollbackManager for this object.
Declaration
public RollbackManager RollbackManager { get; }
Property Value
Type | Description |
---|---|
RollbackManager |
RuntimeChildNetworkBehaviours
NetworkObjects which are made child at runtime using NetworkObject.SetParent. This is exposed only for low-level use and may change without notice.
Declaration
[HideInInspector]
public List<NetworkBehaviour> RuntimeChildNetworkBehaviours { get; }
Property Value
Type | Description |
---|---|
System.Collections.Generic.List<NetworkBehaviour> |
RuntimeParentNetworkBehaviour
NetworkBehaviour parenting this object when set at runtime using NetworkObject/NetworkBehaviour.SetParent. This is exposed only for low-level use and may change without notice.
Declaration
[HideInInspector]
public NetworkBehaviour RuntimeParentNetworkBehaviour { get; }
Property Value
Type | Description |
---|---|
NetworkBehaviour |
SceneManager
SceneManager for this object.
Declaration
public SceneManager SceneManager { get; }
Property Value
Type | Description |
---|---|
SceneManager |
ServerManager
ServerManager for this object.
Declaration
public ServerManager ServerManager { get; }
Property Value
Type | Description |
---|---|
ServerManager |
SpawnableCollectionId
Spawn collection to use assigned to this Prefab.
Declaration
public ushort SpawnableCollectionId { get; }
Property Value
Type | Description |
---|---|
System.UInt16 |
TimeManager
TimeManager for this object.
Declaration
public TimeManager TimeManager { get; }
Property Value
Type | Description |
---|---|
TimeManager |
TransportManager
TransportManager for this object.
Declaration
public TransportManager TransportManager { get; }
Property Value
Type | Description |
---|---|
TransportManager |
Methods
Awake()
Declaration
protected virtual void Awake()
Broadcast<T>(T, Boolean, Channel)
Sends a broadcast to Observers on this NetworkObject.
Declaration
public void Broadcast<T>(T message, bool requireAuthenticated = true, Channel channel = Channel.Reliable)
where T : struct, IBroadcast
Parameters
Type | Name | Description |
---|---|---|
T | message | Broadcast data being sent; for example: an instance of your broadcast type. |
System.Boolean | requireAuthenticated | True if the client must be authenticated for this broadcast to send. |
Channel | channel | Channel to send on. |
Type Parameters
Name | Description |
---|---|
T | Type of broadcast to send. |
Despawn(NetworkObject, Nullable<DespawnType>)
Despawns a NetworkObject. Only call from the server.
Declaration
public void Despawn(NetworkObject nob, DespawnType? despawnType = null)
Parameters
Type | Name | Description |
---|---|---|
NetworkObject | nob | NetworkObject to despawn. |
System.Nullable<DespawnType> | despawnType | What happens to the object after being despawned. |
Despawn(Nullable<DespawnType>)
Despawns this NetworkObject. Only call from the server.
Declaration
public void Despawn(DespawnType? despawnType = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<DespawnType> | despawnType | What happens to the object after being despawned. |
Despawn(GameObject, Nullable<DespawnType>)
Despawns a GameObject. Only call from the server.
Declaration
public void Despawn(GameObject go, DespawnType? despawnType = null)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.GameObject | go | GameObject to despawn. |
System.Nullable<DespawnType> | despawnType | What happens to the object after being despawned. |
GetDefaultDespawnType()
True to use configured ObjectPool rather than destroy this NetworkObject when being despawned. Scene objects are never destroyed.
Declaration
public DespawnType GetDefaultDespawnType()
Returns
Type | Description |
---|---|
DespawnType |
GetGraphicalObject()
Gets the current graphical object for prediction.
Declaration
public Transform GetGraphicalObject()
Returns
Type | Description |
---|---|
UnityEngine.Transform |
GetInitializeOrder()
Order to initialize this object's callbacks when spawned with other NetworkObjects in the same tick. Default value is 0, negative values will execute callbacks first.
Declaration
public sbyte GetInitializeOrder()
Returns
Type | Description |
---|---|
System.SByte |
GetInstance<T>()
Returns class of type if found within CodegenBase classes.
Declaration
public T GetInstance<T>()
where T : Component
Returns
Type | Description |
---|---|
T |
Type Parameters
Name | Description |
---|---|
T |
GetNetworkBehaviour(Byte, Boolean)
Returns a NetworkBehaviour on this NetworkObject.
Declaration
public NetworkBehaviour GetNetworkBehaviour(byte componentIndex, bool error)
Parameters
Type | Name | Description |
---|---|---|
System.Byte | componentIndex | ComponentIndex of the NetworkBehaviour. |
System.Boolean | error | True to error if not found. |
Returns
Type | Description |
---|---|
NetworkBehaviour |
GiveOwnership(NetworkConnection)
Gives ownership to newOwner.
Declaration
public void GiveOwnership(NetworkConnection newOwner)
Parameters
Type | Name | Description |
---|---|---|
NetworkConnection | newOwner |
GiveOwnership(NetworkConnection, Boolean)
Gives ownership to newOwner.
Declaration
public void GiveOwnership(NetworkConnection newOwner, bool asServer)
Parameters
Type | Name | Description |
---|---|---|
NetworkConnection | newOwner | |
System.Boolean | asServer |
HasInstance<T>()
Returns if an instance exists for type.
Declaration
public bool HasInstance<T>()
where T : Component
Returns
Type | Description |
---|---|
System.Boolean |
Type Parameters
Name | Description |
---|---|
T |
RegisterInstance<T>(T, Boolean)
Registers a new component to this NetworkManager.
Declaration
public void RegisterInstance<T>(T component, bool replace = true)
where T : Component
Parameters
Type | Name | Description |
---|---|---|
T | component | Reference of the component being registered. |
System.Boolean | replace | True to replace existing references. |
Type Parameters
Name | Description |
---|---|
T | Type to register. |
RegisterInvokeOnInstance<T>(Action<Component>)
Invokes an action when a specified component becomes registered. Action will invoke immediately if already registered.
Declaration
public void RegisterInvokeOnInstance<T>(Action<Component> handler)
where T : Component
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.Component> | handler | Action to invoke. |
Type Parameters
Name | Description |
---|---|
T | Component type. |
RemoveOwnership(Boolean)
Removes ownership from all clients.
Declaration
public void RemoveOwnership(bool includeNested = false)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | includeNested |
ResetState(Boolean)
Resets the state of this NetworkObject. This is used internally and typically with custom object pooling.
Declaration
public void ResetState(bool asServer)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | asServer |
SetAssetPathHash(UInt64)
Sets AssetPathhash value.
Declaration
public void SetAssetPathHash(ulong value)
Parameters
Type | Name | Description |
---|---|---|
System.UInt64 | value | Value to use. |
SetDefaultDespawnType(DespawnType)
Sets DespawnType value.
Declaration
public void SetDefaultDespawnType(DespawnType despawnType)
Parameters
Type | Name | Description |
---|---|---|
DespawnType | despawnType | Default despawn type for this NetworkObject. |
SetGraphicalObject(Transform)
Sets a new graphical object for prediction.
Declaration
public void SetGraphicalObject(Transform t)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Transform | t |
SetIsGlobal(Boolean)
Sets IsGlobal value.
Declaration
public void SetIsGlobal(bool value)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | value | New global value. |
SetIsNetworked(Boolean)
Sets IsNetworked value. This method must be called before Start.
Declaration
public void SetIsNetworked(bool value)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | value | New IsNetworked value. |
SetLocalOwnership(NetworkConnection)
Declaration
[Obsolete("Use SetLocalOwnership(NetworkConnection, bool).")]
public void SetLocalOwnership(NetworkConnection caller)
Parameters
Type | Name | Description |
---|---|---|
NetworkConnection | caller |
SetLocalOwnership(NetworkConnection, Boolean)
Takes ownership of this object and child network objects, allowing immediate control.
Declaration
public void SetLocalOwnership(NetworkConnection caller, bool includeNested)
Parameters
Type | Name | Description |
---|---|---|
NetworkConnection | caller | Connection to give ownership to. |
System.Boolean | includeNested |
SetParent(NetworkBehaviour)
Sets this NetworkObject as a child of another at runtime.
Declaration
public void SetParent(NetworkBehaviour nb)
Parameters
Type | Name | Description |
---|---|---|
NetworkBehaviour | nb | NetworkBehaviour to use as root. Use null to remove parenting. |
SetParent(NetworkObject)
Sets this NetworkObject as a child of another at runtime.
Declaration
public void SetParent(NetworkObject nob)
Parameters
Type | Name | Description |
---|---|---|
NetworkObject | nob | NetworkObject to use as root. Use null to remove parenting. |
SetRenderersVisible(Boolean, Boolean)
Sets the renderer visibility for clientHost.
Declaration
public void SetRenderersVisible(bool visible, bool force = false)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | visible | True if renderers are to be visibile. |
System.Boolean | force | True to skip blocking checks. |
SetSceneId(UInt64)
Sets SceneId value. This is not synchronized automatically.
Declaration
public void SetSceneId(ulong sceneId)
Parameters
Type | Name | Description |
---|---|---|
System.UInt64 | sceneId |
Spawn(NetworkObject, NetworkConnection, Scene)
Spawns an object over the network. Only call from the server.
Declaration
public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null, Scene scene = default(Scene))
Parameters
Type | Name | Description |
---|---|---|
NetworkObject | nob | |
NetworkConnection | ownerConnection | |
UnityEngine.SceneManagement.Scene | scene |
Spawn(GameObject, NetworkConnection, Scene)
Spawns an object over the network. Only call from the server.
Declaration
public void Spawn(GameObject go, NetworkConnection ownerConnection = null, Scene scene = default(Scene))
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.GameObject | go | |
NetworkConnection | ownerConnection | |
UnityEngine.SceneManagement.Scene | scene |
Start()
Declaration
protected virtual void Start()
ToString()
Outputs data about this NetworkObject to string.
Declaration
public override string ToString()
Returns
Type | Description |
---|---|
System.String |
Overrides
TryGetInstance<T>(out T)
Returns class of type from registered instances.
Declaration
public bool TryGetInstance<T>(out T component)
where T : Component
Parameters
Type | Name | Description |
---|---|---|
T | component | Outputted component. |
Returns
Type | Description |
---|---|
System.Boolean | True if was able to get instance. |
Type Parameters
Name | Description |
---|---|
T | Type to get. |
TryRegisterInstance<T>(T)
Tries to registers a new component to this NetworkManager. This will not register the instance if another already exists.
Declaration
public bool TryRegisterInstance<T>(T component)
where T : Component
Parameters
Type | Name | Description |
---|---|---|
T | component | Reference of the component being registered. |
Returns
Type | Description |
---|---|
System.Boolean | True if was able to register, false if an instance is already registered. |
Type Parameters
Name | Description |
---|---|
T | Type to register. |
UnregisterInstance<T>()
Unregisters a component from this NetworkManager.
Declaration
public void UnregisterInstance<T>()
where T : Component
Type Parameters
Name | Description |
---|---|
T | Type to unregister. |
UnregisterInvokeOnInstance<T>(Action<Component>)
Removes an action to be invoked when a specified component becomes registered.
Declaration
public void UnregisterInvokeOnInstance<T>(Action<Component> handler)
where T : Component
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.Component> | handler | Action to invoke. |
Type Parameters
Name | Description |
---|---|
T | Component type. |
UnsetParent()
Unsets this NetworkObject's parent at runtime.
Declaration
public void UnsetParent()
UpdateRenderers(Boolean)
Updates cached renderers used to managing clientHost visibility.
Declaration
public void UpdateRenderers(bool updateVisibility = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | updateVisibility | True to also update visibility if clientHost. |
Events
OnHostVisibilityUpdated
Called when the clientHost gains or loses visibility of this object. Boolean value will be true if clientHost has visibility.
Declaration
public event NetworkObject.HostVisibilityUpdatedDelegate OnHostVisibilityUpdated
Event Type
Type | Description |
---|---|
NetworkObject.HostVisibilityUpdatedDelegate |
OnObserversActive
Called when this NetworkObject losses all observers or gains observers while previously having none.
Declaration
public event Action<NetworkObject> OnObserversActive
Event Type
Type | Description |
---|---|
System.Action<NetworkObject> |