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    Namespace Mirror

    Classes

    Batcher

    Channels

    ClientAttribute

    Prevents the server from running this method.

    Prints a warning if the server tries to execute this method.

    ClientCallbackAttribute

    Prevents the server from running this method.

    No warning is printed.

    ClientRpcAttribute

    The server uses a Remote Procedure Call (RPC) to run this function on clients.

    CommandAttribute

    Call this from a client to run this function on the server.

    Make sure to validate input etc. It's not possible to call this from a server.

    Compression

    Functions to Compress Quaternions and Floats

    DistanceInterestManagement

    DistanceInterestManagementCustomRange

    ExponentialMovingAverage

    Extensions

    Grid2D<T>

    GUIConsole

    InterestManagement

    LatencySimulation

    LocalConnectionToClient

    LocalConnectionToServer

    MatchInterestManagement

    Mathd

    MessagePacking

    MiddlewareTransport

    Allows Middleware to override some of the transport methods or let the inner transport handle them.

    MultiplexTransport

    NetworkAnimator

    A component to synchronize Mecanim animation states for networked objects.

    NetworkAuthenticator

    Base class for implementing component-based authentication during the Connect phase

    NetworkBehaviour

    Base class for networked components.

    NetworkClient

    NetworkClient with connection to server.

    NetworkConnection

    Base NetworkConnection class for server-to-client and client-to-server connection.

    NetworkConnectionToClient

    NetworkConnectionToServer

    NetworkDiagnostics

    Profiling statistics for tool to subscribe to (profiler etc.)

    NetworkIdentity

    NetworkIdentity identifies objects across the network.

    NetworkLobbyManager

    This is a specialized NetworkManager that includes a networked lobby.

    NetworkLobbyPlayer

    This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.

    The LobbyPrefab object of the NetworkLobbyManager must have this component on it. This component holds basic lobby player data required for the lobby to function. Game specific data for lobby players can be put in other components on the LobbyPrefab or in scripts derived from NetworkLobbyPlayer.

    NetworkLoop

    NetworkManager

    NetworkManagerHUD

    Shows NetworkManager controls in a GUI at runtime.

    NetworkMatch

    NetworkPingDisplay

    Component that will display the clients ping in milliseconds

    NetworkReader

    Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations.

    NetworkReaderExtensions

    NetworkReaderPool

    Pool of NetworkReaders to avoid allocations.

    NetworkReaderPooled

    Pooled NetworkReader, automatically returned to pool when using 'using'

    NetworkRoomManager

    This is a specialized NetworkManager that includes a networked room.

    NetworkRoomPlayer

    This component works in conjunction with the NetworkRoomManager to make up the multiplayer room system.

    The RoomPrefab object of the NetworkRoomManager must have this component on it. This component holds basic room player data required for the room to function. Game specific data for room players can be put in other components on the RoomPrefab or in scripts derived from NetworkRoomPlayer.

    NetworkServer

    NetworkServer handles remote connections and has a local connection for a local client.

    NetworkStartPosition

    Start position for player spawning, automatically registers itself in the NetworkManager.

    NetworkStatistics

    Shows Network messages and bytes sent and received per second.

    NetworkTeam

    NetworkTime

    Synchronizes server time to clients.

    NetworkTransform

    NetworkTransformBase

    NetworkTransformChild

    NetworkWriter

    Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations.

    NetworkWriterExtensions

    NetworkWriterPool

    Pool of NetworkWriters to avoid allocations.

    NetworkWriterPooled

    Pooled NetworkWriter, automatically returned to pool when using 'using'

    Pool<T>

    PooledNetworkReader

    PooledNetworkWriter

    Reader<T>

    Helper class that weaver populates with all reader types.

    SceneAttribute

    Converts a string property into a Scene property in the inspector

    SceneInterestManagement

    ServerAttribute

    Prevents clients from running this method.

    Prints a warning if a client tries to execute this method.

    ServerCallbackAttribute

    Prevents clients from running this method.

    No warning is thrown.

    ShowInInspectorAttribute

    Used to show private SyncList in the inspector,

    Use instead of SerializeField for non Serializable types

    SnapshotInterpolation

    SpatialHashingInterestManagement

    SyncDictionary<TKey, TValue>

    SyncHashSet<T>

    SyncIDictionary<TKey, TValue>

    SyncList<T>

    SyncObject

    SyncObjects sync state between server and client. E.g. SyncLists.

    SyncSet<T>

    SyncSortedSet<T>

    SyncVar<T>

    SyncVarAttribute

    SyncVars are used to synchronize a variable from the server to all clients automatically.

    Value must be changed on server, not directly by clients. Hook parameter allows you to define a client-side method to be invoked when the client gets an update from the server.

    SyncVarGameObject

    SyncVarNetworkBehaviour<T>

    SyncVarNetworkIdentity

    TargetRpcAttribute

    The server uses a Remote Procedure Call (RPC) to run this function on a specific client.

    TeamInterestManagement

    TelepathyTransport

    Transport

    Abstract transport layer component

    Unbatcher

    UnityEventNetworkConnection

    Utils

    Writer<T>

    Helper class that weaver populates with all writer types.

    Structs

    AddPlayerMessage

    ChangeOwnerMessage

    CommandMessage

    EntityStateMessage

    NetworkBehaviour.NetworkBehaviourSyncVar

    NetworkDiagnostics.MessageInfo

    Describes an outgoing message

    NetworkIdentitySerialization

    NetworkPingMessage

    NetworkPongMessage

    NetworkRoomManager.PendingPlayer

    NotReadyMessage

    NTSnapshot

    ObjectDestroyMessage

    ObjectHideMessage

    ObjectSpawnFinishedMessage

    ObjectSpawnStartedMessage

    ReadyMessage

    RpcMessage

    SceneMessage

    SpawnMessage

    SyncList<T>.Enumerator

    Interfaces

    NetworkMessage

    Snapshot

    Enums

    ConnectState

    NetworkManagerMode

    PlayerSpawnMethod

    SceneOperation

    SpatialHashingInterestManagement.CheckMethod

    SyncIDictionary<TKey, TValue>.Operation

    SyncList<T>.Operation

    SyncMode

    SyncSet<T>.Operation

    TransportError

    Visibility

    Delegates

    NetworkIdentity.ClientAuthorityCallback

    The delegate type for the clientAuthorityCallback.

    NetworkMessageDelegate

    SpawnDelegate

    SpawnHandlerDelegate

    SyncIDictionary<TKey, TValue>.SyncDictionaryChanged

    SyncList<T>.SyncListChanged

    SyncSet<T>.SyncSetChanged

    UnSpawnDelegate

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