mirror of
https://github.com/ConjureETS/ProjectClubCore.git
synced 2026-03-24 01:20:59 +00:00
8336 lines
447 KiB
XML
8336 lines
447 KiB
XML
<?xml version="1.0"?>
|
|
<doc>
|
|
<assembly>
|
|
<name>Fusion.Runtime</name>
|
|
</assembly>
|
|
<members>
|
|
<member name="T:Fusion.PageSizes">
|
|
<summary>
|
|
Page Bit Shift Lookup Table
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.AccuracyAttribute">
|
|
<summary>
|
|
Additional companion attribute to NetworkedAttribute, which indicates how floats should be compressed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.AccuracyAttribute.#ctor(System.Double)">
|
|
<summary>
|
|
Constructor new accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.AccuracyAttribute.#ctor(System.Single)">
|
|
<summary>
|
|
Constructor new accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.AccuracyAttribute.#ctor(System.String)">
|
|
<summary>
|
|
Constructor that takes a named <see cref="T:Fusion.AccuracyDefaults"/> constant.
|
|
Accuracy for this property will be acquired from the <see cref="F:Fusion.NetworkProjectConfig.AccuracyDefaults"/> settings.
|
|
</summary>
|
|
<param name="defaultAccuracyTag"></param>
|
|
</member>
|
|
<member name="T:Fusion.AccuracyRangeAttribute">
|
|
<summary>
|
|
Allows for a specific slider range on Accuracy types to be displayed. Without this Accuracy values use a default slider range.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.AccuracyRangeAttribute.#ctor(Fusion.AccuracyRangePreset)">
|
|
<summary>
|
|
Allows for a specific slider range on Accuracy types to be displayed. Without this Accuracy values use a default slider range.
|
|
</summary>
|
|
<param name="preset"></param>
|
|
</member>
|
|
<member name="T:Fusion.BehaviourActionAttribute">
|
|
<summary>
|
|
Attribute for use on Fusion.Behaviour classes.
|
|
Automatically runs this method when the inspector refreshes. GUILayout calls be in the method and will render into the inspector.
|
|
Allows for editor code to be added to a component, without requiring a custom Editor script.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.BehaviourActionAttribute.ActionFlags">
|
|
<summary>
|
|
Conditions flags for when this action should run.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.BehaviourActionAttribute.ActionFlags.ShowAtRuntime">
|
|
<summary>
|
|
Run this action when playing.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.BehaviourActionAttribute.ActionFlags.ShowAtNotRuntime">
|
|
<summary>
|
|
Run this action when not playing.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.BehaviourActionAttribute.ActionFlags.AlwaysShow">
|
|
<summary>
|
|
Always run this action, regardless of play mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.BehaviourActionAttribute.ActionFlags.DirtyAfterButton">
|
|
<summary>
|
|
Tells the editor to dirty the class instance after executing a button action.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.BehaviourActionAttribute.ConditionFlags">
|
|
<summary>
|
|
Specific flags for when this element should be displayed.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.BehaviourActionAttribute.#ctor(System.String,System.String,Fusion.BehaviourActionAttribute.ActionFlags)">
|
|
<summary>
|
|
Define a BehaviourAction.
|
|
</summary>
|
|
<param name="executeMethod">The name of the method to execute. If excluded, this will be the method this attribute is on.</param>
|
|
<param name="conditionMember">The name of the member (in the same class) to evaluate, to determine if the action should be performed.
|
|
Typically null, as the action method can have its own logic.</param>
|
|
<param name="flags">Specific conditions for when the action should occur.</param>
|
|
</member>
|
|
<member name="M:Fusion.BehaviourActionAttribute.#ctor(System.String,Fusion.BehaviourActionAttribute.ActionFlags)">
|
|
<summary>
|
|
Define a BehaviourAction, with the action being the method this attribute is attached to.
|
|
</summary>
|
|
<param name="conditionMember">The name of the member (in the same class) to evaluate, to determine if the action should be performed.
|
|
Typically null, as the action method can have its own logic.</param>
|
|
<param name="flags">Specific conditions for when the action should occur.</param>
|
|
</member>
|
|
<member name="T:Fusion.BehaviourButtonActionAttribute">
|
|
<summary>
|
|
Attribute for use on Fusion.Behaviour classes.
|
|
Automatically creates a button in the inspector of <see cref="T:Fusion.Behaviour"/> derived classes.
|
|
Can be used on Fields or Method member types.
|
|
For fields, the name of the method the button will execute must be supplied.
|
|
When used on methods, that method will be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.BehaviourButtonActionAttribute.#ctor(System.String,System.String,System.String)">
|
|
<summary>
|
|
Define a ButtonBehaviourAction.
|
|
</summary>
|
|
<param name="buttonName">The name that will be displayed on the button.</param>
|
|
<param name="executeMethod">The name of the method to execute. If excluded, this will be the method this attribute is on.</param>
|
|
<param name="conditionMember">The name of the member (in the same class) to evaluate, to determine if the action should be performed.
|
|
Typically null, as the action method can have its own logic.</param>
|
|
</member>
|
|
<member name="M:Fusion.BehaviourButtonActionAttribute.#ctor(System.String,System.String,System.Boolean,System.Boolean,System.String)">
|
|
<summary>
|
|
Define a ButtonBehaviourAction.
|
|
</summary>
|
|
<param name="buttonName">The name that will be displayed on the button.</param>
|
|
<param name="showWhileRunning">Indicates if this button should appear while playing.</param>
|
|
<param name="showWhileNotRunning">Indicates if this button should appear while not playing.</param>
|
|
<param name="executeMethod">The name of the method to execute. If excluded, this will be the method this attribute is on.</param>
|
|
<param name="conditionMember">The name of the member (in the same class) to evaluate, to determine if the action should be performed.
|
|
Typically null, as the action method can have its own logic.</param>
|
|
</member>
|
|
<member name="M:Fusion.BehaviourButtonActionAttribute.#ctor(System.String,System.Boolean,System.Boolean,System.String)">
|
|
<summary>
|
|
Define a ButtonBehaviourAction.
|
|
</summary>
|
|
<param name="buttonName">The name that will be displayed on the button.</param>
|
|
<param name="showWhileRunning">Indicates if this button should appear while playing.</param>
|
|
<param name="showWhileNotRunning">Indicates if this button should appear while not playing.</param>
|
|
<param name="conditionMember">The name of the member (in the same class) to evaluate, to determine if the action should be performed.
|
|
Typically null, as the action method can have its own logic. This member can be a property, field or method.
|
|
The return value of any of these is converted into a double. True = 1, False = 0. Null = 0.</param>
|
|
</member>
|
|
<member name="T:Fusion.BehaviourWarnAttribute">
|
|
<summary>
|
|
Attribute for use on Fusion.Behaviour classes.
|
|
Automatically draws a warning box in the inspector if the conditions are met.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.BehaviourWarnAttribute.#ctor(System.String,System.String)">
|
|
<summary>
|
|
Define a ButtonBehaviourAction.
|
|
</summary>
|
|
<param name="warnText">The text that will be shown in the warning box.</param>
|
|
<param name="conditionMember">The name of the member (in the same class) to evaluate, to determine if the action should be performed.
|
|
Typically null, as the action method can have its own logic. This member can be a property, field or method.
|
|
The return value of any of these is converted into a double. True = 1, False = 0. Null = 0.</param>
|
|
</member>
|
|
<member name="T:Fusion.CastEnumAttribute">
|
|
<summary>
|
|
Casts an enum or int value in the inspector to specific enum type for rendering of its popup list.
|
|
Supplying a method name rather than a type allows a property with the type Type to be used to dynamically get the enum type.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.DrawIfHideType">
|
|
<summary>
|
|
Options for hiding a field.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.DrawIfHideType.ReadOnly">
|
|
<summary>
|
|
Field will be disabled, but still visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.DrawIfHideType.Hide">
|
|
<summary>
|
|
Field will be hidden.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.DrawIfAttribute">
|
|
<summary>
|
|
Fusion editor attribute for selectively drawing/hiding fields. Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.DrawIfAttribute.#ctor(System.String,System.Int64,Fusion.DrawIfHideType,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName">Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para></param>
|
|
<param name="compareToValue">The value to compare the member value against.</param>
|
|
<param name="hide">How the field should be hidden (disabled or removed)</param>
|
|
<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
|
|
</member>
|
|
<member name="M:Fusion.DrawIfAttribute.#ctor(System.String,System.Boolean,Fusion.DrawIfHideType,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName">Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para></param>
|
|
<param name="compareToValue">The value to compare the member value against.</param>
|
|
<param name="hide">How the field should be hidden (disabled or removed)</param>
|
|
<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
|
|
</member>
|
|
<member name="M:Fusion.DrawIfAttribute.#ctor(System.String,System.Int64,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName">Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para></param>
|
|
<param name="compareToValue">The value to compare the member value against.</param>
|
|
<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
|
|
</member>
|
|
<member name="M:Fusion.DrawIfAttribute.#ctor(System.String,System.Boolean,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName">Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para></param>
|
|
<param name="compareToValue">The value to compare the member value against.</param>
|
|
<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
|
|
</member>
|
|
<member name="M:Fusion.DrawIfAttribute.#ctor(System.String,Fusion.DrawIfHideType,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName">Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para></param>
|
|
<param name="hide">How the field should be hidden (disabled or removed)</param>
|
|
<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
|
|
</member>
|
|
<member name="T:Fusion.EditorDisabledAttribute">
|
|
<summary>
|
|
Fusion editor attribute for disabling fields.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.EditorDisabledAttribute.#ctor(System.Boolean)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="hideInRelease">If using the release version of the fusion.runtime.dll, field will be hidden, rather than just disabled.</param>
|
|
</member>
|
|
<member name="T:Fusion.EnumMaskAttribute">
|
|
<summary>
|
|
Attribute that indicates an enum should render as multi-select mask drop list in the inspector
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.OnChangedTargets">
|
|
<summary>
|
|
Defines the target authority mask for OnChanged callbacks
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.OnChangedTargets.StateAuthority">
|
|
<summary>
|
|
Receive callback if you have state authority over the object
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.OnChangedTargets.InputAuthority">
|
|
<summary>
|
|
Receive callback if you have input authority over the object
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.OnChangedTargets.Proxies">
|
|
<summary>
|
|
Receive callback if you have neither input or state authority over the object
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.OnChangedTargets.All">
|
|
<summary>
|
|
Shorthand for StateAuthority|InputAuthority|Proxies
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkedAttribute">
|
|
<summary>
|
|
<para>
|
|
Flags a property of <see cref="T:Fusion.NetworkBehaviour"/> for network state synchronization.
|
|
The property should have empty get and set defines, which will automatically be replaced with networking code via IL Weaving.
|
|
OnChanged can be assigned with the name of a method in the same NetworkBehaviour.
|
|
The named method will get called whenever this property value has been changed by the State Authority.
|
|
<code>
|
|
| [Networked(OnChanged = nameof(MyCallbackMethod)]<br></br>
|
|
| public int MyProperty { get; set; }
|
|
|
|
|
| protected static void MyCallbackMethod(Changed<ChangedCallbackParent> changed) {
|
|
| changed.LoadNew();
|
|
| var newval = changed.Behaviour.MyProperty;
|
|
| changed.LoadOld();
|
|
| var oldval = changed.Behaviour.MyProperty;
|
|
| Debug.Log($"Changed from {oldval} to {newval}");
|
|
| }
|
|
</code>
|
|
</para>
|
|
<para>
|
|
Inside of INetworkStruct, do not use AutoProperties (get; set;), as these will introduce managed types into the struct, which are not allowed. Instead use '=> default'.
|
|
<code>
|
|
| [Networked]<br></br>
|
|
| public string StringProp { get => default; set { } }
|
|
</code>
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkedAttribute.OnChanged">
|
|
<summary>
|
|
Signature for the callback is:
|
|
<code>static void OnChanged(Changed<MyClass> changed){} </code>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkedAttribute.OnChangedTargets">
|
|
<summary>
|
|
Which targets should receive the OnChanged callback.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkedAttribute.Default">
|
|
<summary>
|
|
Name of the field that holds the default value for this networked property.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkedAttribute.Group">
|
|
<summary>
|
|
Interest group for this property
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkedAttribute.#ctor">
|
|
<summary>
|
|
Default constructor for NetworkedAttribute
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkedAttribute.#ctor(System.String)">
|
|
<summary>
|
|
Group constructor
|
|
</summary>
|
|
<param name="group">The interest group this property belongs to</param>
|
|
</member>
|
|
<member name="P:Fusion.NetworkSerializeMethodAttribute.MaxSize">
|
|
<summary>
|
|
If set, this changes expected Wrap method signature to int Name(NetworkRunner, T, byte*) and Unwrap to int Name(NetworkRunner, byte*, ref T).
|
|
In both cases, the result is the number of bytes written/read and can not be greater than what's declared here.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkStructWeavedAttribute">
|
|
<summary>
|
|
Describes the total number of WORDs a <see cref="!:Fusion.INetworkedStruct"/> uses.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NormalizedRectAttribute">
|
|
<summary>
|
|
Enables a special inspector drawer for Unity Rect type, specially designed for editing RectTransforms using normalized values.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NormalizedRectAttribute.#ctor(System.Boolean,System.Single)">
|
|
<summary>
|
|
Constructor for <see cref="T:Fusion.NormalizedRectAttribute"/>. InvertY inverts Y handling, for RectTransforms which treat lowerRight as origin, rather than upper left.
|
|
</summary>
|
|
<param name="invertY"></param>
|
|
<param name="aspectRatio">Expressed as Width/Height, this defines the ratio of the box shown in the inspector. Value of 0 indicates game window resolution will be used.</param>
|
|
</member>
|
|
<member name="T:Fusion.Pow2SliderAttribute">
|
|
<summary>
|
|
Attribute used to mark a field that needs to change based on an exponent
|
|
via a UI slider
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.Pow2SliderAttribute.AllowZero">
|
|
<summary>
|
|
Determines if a slider power of 0 results in an actual value of one, or zero.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.ScriptHelpAttribute.Url">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.ScriptHelpAttribute.BackColor">
|
|
<summary>
|
|
Color of the inspector header for this component type. None indicates no header graphic should be used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.ScriptHelpAttribute.Icon">
|
|
<summary>
|
|
Icon used for the inspector header for this component type. None indicates no header graphic should be used.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Units">
|
|
<summary>
|
|
Unit Type for a certain field.
|
|
This helps to identify the unit that a certain value represents, like Seconds or Percentage
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.None">
|
|
<summary> </summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Ticks">
|
|
<summary> </summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Seconds">
|
|
<summary> </summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.MilliSecs">
|
|
<summary> </summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Kilobytes">
|
|
<summary> </summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Megabytes">
|
|
<summary> </summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Normalized">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Multiplier">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Percentage">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.NormalizedPercentage">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Degrees">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.PerSecond">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.DegreesPerSecond">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Radians">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.RadiansPerSecond">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.TicksPerSecond">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Units">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="F:Fusion.Units.Bytes">
|
|
<summary></summary>
|
|
</member>
|
|
<member name="T:Fusion.UnitAttribute">
|
|
<summary>
|
|
Unit Attribute class.
|
|
Used to mark a field with the respective <see cref="T:Fusion.Units"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.UnitAttribute.DecimalPlaces">
|
|
<summary>
|
|
The rounding used by the value slider.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.UnitAttribute.InverseDecimalPlaces">
|
|
<summary>
|
|
The rounding used by the inverse slider (if <see cref="F:Fusion.UnitAttribute.UseInverse"/> is enabled).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.UnitAttribute.#ctor(Fusion.Units)">
|
|
<summary>
|
|
Specify the field <see cref="T:Fusion.Units"/> type, without Min and Max values
|
|
</summary>
|
|
<param name="unit">Unit type</param>
|
|
</member>
|
|
<member name="M:Fusion.UnitAttribute.#ctor(Fusion.Units,System.Single,System.Single,System.Boolean)">
|
|
<summary>
|
|
Specify the field <see cref="T:Fusion.Units"/> type, and its Min and Max values.
|
|
</summary>
|
|
<param name="unit">Unit type</param>
|
|
<param name="min">Min value for this field</param>
|
|
<param name="max">Max value for this field</param>
|
|
<param name="clamp">If values outside of the min/max range will get clamped, or be allowed.</param>
|
|
</member>
|
|
<member name="M:Fusion.UnitAttribute.#ctor(Fusion.Units,System.Double,System.Double,System.Boolean)">
|
|
<summary>
|
|
Specify the field <see cref="T:Fusion.Units"/> type, and its Min and Max values.
|
|
</summary>
|
|
<param name="unit">Unit type</param>
|
|
<param name="min">Min value for this field</param>
|
|
<param name="max">Max value for this field</param>
|
|
<param name="clamp">If values outside of the min/max range will get clamped, or be allowed.</param>
|
|
</member>
|
|
<member name="T:Fusion.DoIfCompareOperator">
|
|
<summary>
|
|
Comparison method for evaluating condition member value against compareToValues.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.DoIfCompareOperator.Equal">
|
|
<summary>
|
|
True if condition member value equals compareToValue.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.DoIfCompareOperator.NotEqual">
|
|
<summary>
|
|
True if condition member value is not equal to compareToValue.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.DoIfCompareOperator.Less">
|
|
<summary>
|
|
True if condition member value is less than compareToValue.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.DoIfCompareOperator.LessOrEqual">
|
|
<summary>
|
|
True if condition member value is less than or equal to compareToValue.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.DoIfCompareOperator.GreaterOrEqual">
|
|
<summary>
|
|
True if condition member value is greater than or equal to compareToValue.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.DoIfCompareOperator.Greater">
|
|
<summary>
|
|
True if condition member value is greater than compareToValue.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.DoIfAttribute">
|
|
<summary>
|
|
Fusion editor attribute for selective editor rendering. Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.DoIfAttribute.#ctor(System.String,System.Double,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Base Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName"></param>
|
|
<param name="compareToValue"></param>
|
|
<param name="compare"></param>
|
|
</member>
|
|
<member name="M:Fusion.DoIfAttribute.#ctor(System.String,System.Boolean,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Base Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName"></param>
|
|
<param name="compareToValue"></param>
|
|
<param name="compare"></param>
|
|
</member>
|
|
<member name="M:Fusion.DoIfAttribute.#ctor(System.String,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Base Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName"></param>
|
|
<param name="compare"></param>
|
|
</member>
|
|
<member name="T:Fusion.WarnIfAttribute">
|
|
<summary>
|
|
Fusion editor attribute for selective editor rendering of warnings/info boxes in the inspector.
|
|
Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.WarnIfAttribute.#ctor(System.String,System.Int64,System.String,System.Int32,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName">Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para></param>
|
|
<param name="compareToValue">The value to compare the member value against.</param>
|
|
<param name="message">The text of the info box.</param>
|
|
<param name="messageType">The icon of the message box. Use <code>(int)UnityEditor.MessageType</code></param>
|
|
<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
|
|
</member>
|
|
<member name="M:Fusion.WarnIfAttribute.#ctor(System.String,System.Boolean,System.String,System.Int32,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName">Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para></param>
|
|
<param name="compareToValue">The value to compare the member value against.</param>
|
|
<param name="message">The text of the info box.</param>
|
|
<param name="messageType">The icon of the message box. Use <code>(int)UnityEditor.MessageType</code></param>
|
|
<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
|
|
</member>
|
|
<member name="M:Fusion.WarnIfAttribute.#ctor(System.String,System.String,System.Int32,Fusion.DoIfCompareOperator)">
|
|
<summary>
|
|
Constructor.
|
|
</summary>
|
|
<param name="conditionMemberName">Condition member can be a property, field or method (with a return value).
|
|
<para>Value of condition method is converted to a long. Null = 0, False = 0, True = 1, Unity Object = InstanceId</para></param>
|
|
<param name="message">The text of the info box.</param>
|
|
<param name="messageType">The icon of the message box. Use <code>(int)UnityEditor.MessageType</code></param>
|
|
<param name="compare">How the condition member value and compareToValye will be evaluated.</param>
|
|
</member>
|
|
<member name="T:Fusion.CloudCommunicator">
|
|
<summary>
|
|
Wrapper around the Fusion LBC Implementation <see cref="T:Fusion.Photon.Realtime.FusionRelayClient"/>
|
|
|
|
It will control and manage the communication between Fusion and the Photon Cloud
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudCommunicator.Client">
|
|
<summary>
|
|
Fusion LBC Client Reference
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudCommunicator.CommunicatorID">
|
|
<summary>
|
|
ID of this Communicator. This reflects the Actor Number of the Peer inside the Room
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudCommunicator.WasExtracted">
|
|
<summary>
|
|
Flag to signal if this Communicator was extracted and will be reused
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.CloudServices">
|
|
<summary>
|
|
Responsible to deal with LoadBalancingClient Events
|
|
</summary>
|
|
<summary>
|
|
Responsible for dealing and managing the API used to communicate with the Photon Cloud.
|
|
This also includes:
|
|
- Send/Reply to Protocol Messages
|
|
- Query for Reflexive Information
|
|
- Perform NAT Punchthrough
|
|
- Manage the Realtime client
|
|
- Respond to/deal with Photon Cloud events
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.IsCloudReady">
|
|
<summary>
|
|
Signal if the local peer is connected to the Photon Cloud and can perform extra actions, like creating/joining a Room.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.UserId">
|
|
<summary>
|
|
Photon Client UserID
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.IsInRoom">
|
|
<summary>
|
|
Signal if the local peer is already inside a Room
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.IsMasterClient">
|
|
<summary>
|
|
Signal if the local peer is also the Master Client of the Current Room
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.AuthenticationValues">
|
|
<summary>
|
|
Get the internal <see cref="P:Fusion.CloudServices.AuthenticationValues"/> used by the Client to perform the authentication
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.Communicator">
|
|
<summary>
|
|
Reference to the current active communicator
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.IsNATPunchthroughEnabled">
|
|
<summary>
|
|
Signal if the local peer will try or accept connections using NAT Punch
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.CustomSTUNServer">
|
|
<summary>
|
|
Custom STUN Server
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServices.NATType">
|
|
<summary>
|
|
Exposes the current NAT Type from the local Peer
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.#ctor(Fusion.NetworkRunner,Fusion.CloudCommunicator)">
|
|
<summary>
|
|
Builds a new CloudService reference
|
|
</summary>
|
|
<param name="runner">Reference to the current active Runner</param>
|
|
<param name="communicator">Opitional external Communicator</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.ExtractCommunicator">
|
|
<summary>
|
|
Extract the internal Communicator for later re-use
|
|
</summary>
|
|
<returns>Current <see cref="T:Fusion.CloudCommunicator"/> used by this instance with all resetted settings</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.Update">
|
|
<summary>
|
|
Update and perform all pending actions related to the Photon Cloud communication
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.ConnectToCloud(Fusion.Photon.Realtime.AuthenticationValues,Fusion.Photon.Realtime.AppSettings)">
|
|
<summary>
|
|
Connect the local peer to Photon Cloud using an async process.
|
|
</summary>
|
|
<param name="authentication">Custom Authentication Values used to Auth the local peer</param>
|
|
<param name="customAppSettings">Custom Photon App Settings</param>
|
|
<returns>Async Task of the connect to Photon Cloud process. Can be used to wait for the process to be finished</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.JoinSessionLobby(Fusion.SessionLobby,System.String)">
|
|
<summary>
|
|
Join the Peer to a specific Lobby, either a prebuild or a custom one
|
|
</summary>
|
|
<param name="sessionLobby">Lobby Type to Join</param>
|
|
<param name="lobbyID">Lobby ID</param>
|
|
<returns>True if the operation could be completed. <see cref="M:Fusion.Photon.Realtime.LoadBalancingClient.OpJoinLobby(Fusion.Photon.Realtime.TypedLobby)"/></returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.EnterRoom(Fusion.StartGameArgs)">
|
|
<summary>
|
|
Make the local Peer Create/Join a Room based on Start Game Arguments
|
|
|
|
--------------------->Yes--->CreateOrJoin
|
|
SharedMode--->| Valid Room Name |
|
|
--------------------->No---->[RandomRoomName]-->JoinRandomOrCreate
|
|
|
|
--------------------->Yes--->CreateOrJoin
|
|
ClientMode--->| Valid Room Name |
|
|
--------------------->No---->[RandomRoomName]-->JoinRandom
|
|
|
|
ServerMode-- --------------------->Yes----------------------------|
|
|
|->| Valid Room Name | v
|
|
HostMode---- --------------------->No---->[RandomRoomName]-->CreateOrJoin
|
|
|
|
</summary>
|
|
<param name="args">Start Game Args ref</param>
|
|
<returns>Task of the Join Room process</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.DisconnectFromCloud">
|
|
<summary>
|
|
Disconnect the Local Peer from the Photon Cloud.
|
|
</summary>
|
|
<returns>Async Task of the disconnect from Photon Cloud process. Can be used to wait for the process to be finished</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.GetActorUserID(System.Int32)">
|
|
<summary>
|
|
Get the UserID of another Player Actor in the Room
|
|
</summary>
|
|
<param name="actorID">ActorID of a Player inside the Room</param>
|
|
<returns>Player UserID</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.OnInternalConnectionAttempt(System.Int32,System.Int32,System.Boolean@,Fusion.Sockets.NetAddress@)">
|
|
<summary>
|
|
Callback fire on every connection attempt with a remote Server.
|
|
|
|
It is used while trying to hole-punch the remote server and enables the manager to swap the target endpoint in between attempts.
|
|
This is necessary to maintain a flow of attempts even if we exchange the local/public/relay endpoints
|
|
</summary>
|
|
<param name="attempt">Current attempt number</param>
|
|
<param name="totalConnectionAttempts">Max number of attempts</param>
|
|
<param name="shouldChange">Flag if target EndPoint should change</param>
|
|
<param name="newAddress">New target EndPoint</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.Connect(Fusion.NATPunchStage,Fusion.Sockets.NetAddress)">
|
|
<summary>
|
|
Start the connection process with a Remote Server
|
|
</summary>
|
|
<param name="punchStage">Starting NAT Punch state, see <see cref="T:Fusion.NATPunchStage"/> for more info</param>
|
|
<param name="endPoint">Remote Server EndPoint to connect to</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.Dispose">
|
|
<summary>
|
|
Disposes the current <see cref="T:Fusion.CloudServices"/>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.Service_UpdateSessionInfo">
|
|
<summary>
|
|
Update the <see cref="T:Fusion.SessionInfo"/> data based on the current LBC Information after the peer enters a Room
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.OnRoomPropertiesChanged">
|
|
<summary>
|
|
Callback invoked when any Room Property has changed
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.OnRoomListChanged(System.Collections.Generic.List{Fusion.Photon.Realtime.RoomInfo})">
|
|
<summary>
|
|
Callback invoked when the Room list is updated with data from the Cloud
|
|
</summary>
|
|
<param name="roomList">New List of <see cref="T:Fusion.Photon.Realtime.RoomInfo"/></param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.SendJoinMessage">
|
|
<summary>
|
|
Send a <see cref="T:Fusion.Protocol.Join"/> Protocol Message to Fusion Plugin
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.SendNetworkSyncMessage(Fusion.NetworkProjectConfig)">
|
|
<summary>
|
|
Send a <see cref="T:Fusion.Protocol.NetworkConfigSync"/> Protocol Message to the Fusion Plugin
|
|
</summary>
|
|
<param name="projectConfig">Reference to the Project Config to be sent</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.SendReflexiveInfo(Fusion.Sockets.Stun.StunResult)">
|
|
<summary>
|
|
Send a <see cref="T:Fusion.Protocol.ReflexiveInfo"/> Protocol Message to the Fusion Plugin
|
|
</summary>
|
|
<param name="stunResult">Reference to StunResult used to build the Protocol Message</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.SendStateSnapshot">
|
|
<summary>
|
|
Build and send the latest Server Snapshot to the Fusion Plugin
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.HandleJoinMessage(System.Int32,Fusion.Protocol.Join)">
|
|
<summary>
|
|
Handles a <see cref="T:Fusion.Protocol.Join"/> Confirmation Protocol Message sent by the Fusion Plugin
|
|
</summary>
|
|
<param name="sender">Sender Actor Number</param>
|
|
<param name="join">Join Protocol Message</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.HandleStartMessage(System.Int32,Fusion.Protocol.Start)">
|
|
<summary>
|
|
Handles a <see cref="T:Fusion.Protocol.Start"/> Protocol Message sent by the Fusion Plugin
|
|
</summary>
|
|
<param name="sender">Sender Actor Number</param>
|
|
<param name="start">Start Protocol Message</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.HandleDisconnectMessage(System.Int32,Fusion.Protocol.Disconnect)">
|
|
<summary>
|
|
Handles a <see cref="T:Fusion.Protocol.Disconnect"/> Protocol Message sent by the Fusion Plugin
|
|
</summary>
|
|
<param name="sender">Sender Actor Number</param>
|
|
<param name="disconnect">Disconnect Protocol Message</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.HandleNetworkConfigMessage(System.Int32,Fusion.Protocol.NetworkConfigSync)">
|
|
<summary>
|
|
Handles a <see cref="T:Fusion.Protocol.NetworkConfigSync"/> Protocol Message sent by the Fusion Plugin
|
|
</summary>
|
|
<param name="sender">Sender Actor Number</param>
|
|
<param name="configSync">NetworkConfigSync Protocol Message</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.HandleReflexiveInfoMessage(System.Int32,Fusion.Protocol.ReflexiveInfo)">
|
|
<summary>
|
|
Handles a <see cref="T:Fusion.Protocol.ReflexiveInfo"/> Protocol Message sent by the Fusion Plugin
|
|
</summary>
|
|
<param name="sender">Sender Actor Number</param>
|
|
<param name="reflexiveInfo">ReflexiveInfo Protocol Message</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.Service_CheckScheduledRequests">
|
|
<summary>
|
|
Check for scheduled requests
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.ConfirmJoin">
|
|
<summary>
|
|
Confirms or waits for confirmation from the Plugin of the Join Message
|
|
</summary>
|
|
<returns>True if the Join Confirmation was received, false otherwise</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.QueryReflexiveInfo">
|
|
<summary>
|
|
Run the STUN Service to retrieve the current Reflexive Addresses of the local peer
|
|
</summary>
|
|
<returns>Running Task of the STUN Query Procedure</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.UpdateInitializeArgs(Fusion.NetworkRunnerInitializeArgs)">
|
|
<summary>
|
|
Update the internal <see cref="T:Fusion.NetworkRunnerInitializeArgs"/> used to start the Fusion Runner
|
|
</summary>
|
|
<param name="newArgs">New arguments</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.StartReversePing(Fusion.Sockets.NetAddress,System.Threading.CancellationToken)">
|
|
<summary>
|
|
Reverse ping will send Empty UDP Packets to the RemoteAddr in order to setup the Routing Table
|
|
on the current NAT of the Server, forcing it to allow packages from the remote client to be received
|
|
</summary>
|
|
<param name="remoteAddr">Remove EndPoint to ping</param>
|
|
<param name="cancellationToken">CancellationToken</param>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.SendPing(Fusion.Sockets.NetAddress)">
|
|
<summary>
|
|
Send a "ping" to an EndPoint
|
|
</summary>
|
|
<param name="netAddress">EndPoint to send the ping</param>
|
|
<returns>True if the Ping was sent, false otherwise</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.Service_SendHostMigrationSnapshots">
|
|
<summary>
|
|
Try to send Server Snapshot to Plugin
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.CheckSubnet(Fusion.Sockets.NetAddress)">
|
|
<summary>
|
|
Check if Remote Private EndPoint appears to be in the same Subnet
|
|
</summary>
|
|
<returns>True if in same Subnet</returns>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.InitRelayLogs">
|
|
<summary>
|
|
Initilize the Log system from the Realtime SDK to use the Fusion Log System
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.CloudServices.UpdateSessionInfo(Fusion.SessionInfo,Fusion.Photon.Realtime.RoomInfo)">
|
|
<summary>
|
|
Converts a <see cref="T:Fusion.Photon.Realtime.RoomInfo"/> to a <see cref="T:Fusion.SessionInfo"/>
|
|
</summary>
|
|
<param name="sessionInfo"><see cref="T:Fusion.SessionInfo"/> </param>
|
|
<param name="roomInfo"><see cref="T:Fusion.Photon.Realtime.RoomInfo"/> ref</param>
|
|
<returns><see cref="T:Fusion.SessionInfo"/> ref</returns>
|
|
</member>
|
|
<member name="T:Fusion.CloudServicesMetadata">
|
|
<summary>
|
|
Holds information about the local peer used to Join/Start/Connect to a remote Peer
|
|
using the Photon Cloud as backend
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.CloudServicesMetadata.JOIN_PM_TIMEOUT">
|
|
<summary>
|
|
Timeout between sending a <see cref="T:Fusion.Protocol.Join"/> Request and receive a Join Confirmation
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.CloudServicesMetadata.LobbyClientServer">
|
|
<summary>
|
|
Client Server Lobby
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.CloudServicesMetadata.LobbyShared">
|
|
<summary>
|
|
Shared Lobby
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServicesMetadata.RunnerInitializeArgs">
|
|
<summary>
|
|
Reference to the initialization arguments set by the user.
|
|
They are used to start the Fusion Runner
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServicesMetadata.CurrentPunchStage">
|
|
<summary>
|
|
Connection Stage related to the current EndPoint Type used by the client to connect a remote server
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServicesMetadata.CurrentJoinStage">
|
|
<summary>
|
|
Describes the current state of the Join process
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServicesMetadata.CurrentProtocolMessageVersion">
|
|
<summary>
|
|
Describe the current protocol version we are using to communicate with the Plugin
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServicesMetadata.RemoteReflexiveInfo">
|
|
<summary>
|
|
Remote Server Reflexive Info. Stores private and public EndPoint of the remote server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.CloudServicesMetadata.LocalReflexiveInfo">
|
|
<summary>
|
|
Local Reflexive Info. Stores private and public EndPoint of the local peer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.CloudServicesMetadata.ScheduledRequests">
|
|
<summary>
|
|
Stores requests sent by the plugin
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.CloudServicesMetadata.LastDisconnectMsg">
|
|
<summary>
|
|
Last Disconnect Msg Received from the Plugin
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.ScheduledRequests">
|
|
<summary>
|
|
Define a list of Requests that may be asked by the Plugin Server
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ScheduledRequests.None">
|
|
<summary>
|
|
No Request
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ScheduledRequests.ReflexiveInfo">
|
|
<summary>
|
|
Request for the Local Reflexive Info
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NATPunchStage">
|
|
<summary>
|
|
Describes the current Target Address Type used in the NAT Punch procedure
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NATPunchStage.None">
|
|
<summary>
|
|
No connection procedure is running
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NATPunchStage.Local">
|
|
<summary>
|
|
Trying to Connect to LAN EndPoint
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NATPunchStage.Public">
|
|
<summary>
|
|
Trying to Connect to WAN EndPoint
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NATPunchStage.Relay">
|
|
<summary>
|
|
Trying to Connect to Relay EndPoint
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.JoinProcessStage">
|
|
<summary>
|
|
Stage of the Join Process.
|
|
|
|
When starting the peer, the first thing we need to make sure is to have Joined the Room
|
|
with a confirmation from the Plugin, this will signal the current stage of this
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.JoinProcessStage.Idle">
|
|
<summary>
|
|
Join Request not sent yet
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.JoinProcessStage.Joining">
|
|
<summary>
|
|
Join Request Sent, waiting for confirmation
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.JoinProcessStage.Done">
|
|
<summary>
|
|
Join Confirmation Received, all good
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.JoinProcessStage.Fail">
|
|
<summary>
|
|
Failed to receive Join Confirmation after a timeout (<see cref="F:Fusion.CloudServicesMetadata.JOIN_PM_TIMEOUT"/>)
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.PeerPing">
|
|
<summary>
|
|
Stores the data of a "Request to Ping" used by the Server in Client-Server Mode
|
|
to send arbitrary "pings" to a connecting Client.
|
|
|
|
This allows the local NAT Table to be updated with the right mapping information
|
|
from the remote client, increasing the chance of the local Server to receive any
|
|
connect request from the remote peer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.PeerPing.PING_DELAY">
|
|
<summary>
|
|
Delay between pings
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.PeerPing.AttemptCount">
|
|
<summary>
|
|
Total number of pings to send
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.PeerPing.NextAttemptCountDown">
|
|
<summary>
|
|
Countdown for the next ping
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.PeerPing.ReflexiveInfo">
|
|
<summary>
|
|
Remote Client Reflexive Info, used to getter the Public EndPoint to send the ping
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.ScheduledRequestsExt">
|
|
<summary>
|
|
Extension methods to <see cref="T:Fusion.ScheduledRequests"/>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IAfterAllTicks">
|
|
<summary>
|
|
Interface for <see cref="M:Fusion.IAfterAllTicks.AfterAllTicks(System.Boolean,System.Int32)"/> callback.
|
|
Called after the resimulation loop (when applicable), and also after the forward simulation loop.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IAfterAllTicks.AfterAllTicks(System.Boolean,System.Int32)">
|
|
<summary>
|
|
Called after the resimulation loop (when applicable), and also after the forward simulation loop.
|
|
Only called on Updates where resimulation or forward ticks are processed.
|
|
</summary>
|
|
<param name="resimulation">True if this is being called during the resimulation loop. False if during the forward simulation loop.</param>
|
|
<param name="tickCount">How many resimulation or forward ticks are going to be processed.</param>
|
|
</member>
|
|
<member name="T:Fusion.IAfterClientPredictionReset">
|
|
<summary>
|
|
Callback interface for <see cref="M:Fusion.IAfterClientPredictionReset.AfterClientPredictionReset"/>.
|
|
Called at the very start of the resimulation loop (on clients with prediction enabled),
|
|
immediately after state is set to the latest server snapshot.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IAfterClientPredictionReset.AfterClientPredictionReset">
|
|
<summary>
|
|
Called at the very start of the resimulation loop (on clients with prediction enabled),
|
|
immediately after state is set to the latest server snapshot.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IAfterPhysicsStep">
|
|
<summary>
|
|
Interface for <see cref="M:Fusion.IAfterPhysicsStep.AfterPhysicsStep"/> callback. Called immediately after Physics.Simulate().
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IAfterPhysicsStep.AfterPhysicsStep">
|
|
<summary>
|
|
Called immediately after Physics.Simulate().
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IAfterTick">
|
|
<summary>
|
|
Interface for <see cref="M:Fusion.IAfterTick.AfterTick"/> callback.
|
|
Called after each tick simulation completes.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IAfterTick.AfterTick">
|
|
<summary>
|
|
Called after each tick simulation completes.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IAfterUpdate">
|
|
<summary>
|
|
Interface for the <see cref="M:Fusion.IAfterUpdate.AfterUpdate"/> callback, which is called at the end of each Fusion Update segment.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IAfterUpdate.AfterUpdate">
|
|
<summary>
|
|
Called at the end of the Fusion Update loop, before all Unity MonoBehaviour.Update() callbacks.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IBeforeAllTicks">
|
|
<summary>
|
|
Interface for <see cref="M:Fusion.IBeforeAllTicks.BeforeAllTicks(System.Boolean,System.Int32)"/> callback.
|
|
Called before the resimulation loop (when applicable), and also before the forward simulation loop.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IBeforeAllTicks.BeforeAllTicks(System.Boolean,System.Int32)">
|
|
<summary>
|
|
Called before the resimulation loop (when applicable), and also before the forward simulation loop.
|
|
Only called on Updates where resimulation or forward ticks are processed.
|
|
</summary>
|
|
<param name="resimulation">True if this is being called during the resimulation loop. False if during the forward simulation loop.</param>
|
|
<param name="tickCount">How many resimulation or forward ticks are going to be processed.</param>
|
|
</member>
|
|
<member name="T:Fusion.IBeforeClientPredictionReset">
|
|
<summary>
|
|
Callback interface for <see cref="M:Fusion.IBeforeClientPredictionReset.BeforeClientPredictionReset"/>.
|
|
Called at the very start of the resimulation loop (on clients with prediction enabled),
|
|
before state is set to the latest server snapshot.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IBeforeClientPredictionReset.BeforeClientPredictionReset">
|
|
<summary>
|
|
Called at the very start of the resimulation loop (on clients with prediction enabled),
|
|
before state is set to the latest server snapshot.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IBeforePhysicsStep">
|
|
<summary>
|
|
Interface for <see cref="M:Fusion.IBeforePhysicsStep.BeforePhysicsStep"/> callback. Called immediately before Physics.Simulate().
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IBeforePhysicsStep.BeforePhysicsStep">
|
|
<summary>
|
|
Called immediately before Physics.Simulate().
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IBeforeTick">
|
|
<summary>
|
|
Interface for <see cref="M:Fusion.IBeforeTick.BeforeTick"/> callback.
|
|
Called before each tick is simulated.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IBeforeTick.BeforeTick">
|
|
<summary>
|
|
Called before each tick is simulated.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IBeforeUpdate">
|
|
<summary>
|
|
Interface for the <see cref="M:Fusion.IBeforeUpdate.BeforeUpdate"/> callback, which is called at the beginning of each Fusion Update segment.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IBeforeUpdate.BeforeUpdate">
|
|
<summary>
|
|
Called at the start of the Fusion Update loop, before the Fusion simulation loop.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IPredictedSpawnBehaviour">
|
|
<summary>
|
|
Interface for predicted spawn callbacks.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnSpawned">
|
|
<summary>
|
|
Called in place of Spawned(), when the predicted object is initially created locally on the client.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnUpdate">
|
|
<summary>
|
|
Called every tick in place of FixedUpdateNetwork(), until <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnSuccess"/> or <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnFailed"/> occur.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnRender">
|
|
<summary>
|
|
Called every tick in place of Render(), until <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnSuccess"/> or <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnFailed"/> occur.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnFailed">
|
|
<summary>
|
|
Called when Server does not produce the spawn that has been predicted.
|
|
The spawn did not actually happen, and this callback may be used to clean up after the missed prediction.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnSuccess">
|
|
<summary>
|
|
Called when Server spawn was has been confirmed, and the predicted spawn object has been added to the simulation.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.ISimulationEnter">
|
|
<summary>
|
|
Interface for <see cref="M:Fusion.ISimulationEnter.SimulationEnter"/> callback.
|
|
Called when the <see cref="T:Fusion.NetworkObject"/> joins AreaOfInterest.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
Only applicable to <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.ISimulationEnter.SimulationEnter">
|
|
<summary>
|
|
Called when the <see cref="T:Fusion.NetworkObject"/> joins AreaOfInterest.
|
|
Object is now receiving snapshot updates.
|
|
Object will execute <see cref="T:Fusion.NetworkBehaviour"/> FixedUpdateNetwork() and Render() methods until the object leaves simulation.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.ISimulationExit">
|
|
<summary>
|
|
Interface for the <see cref="M:Fusion.ISimulationExit.SimulationExit"/> callback.
|
|
Called when the <see cref="T:Fusion.NetworkObject"/> leaves AreaOfInterest.
|
|
Implement this interface on <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> classes.
|
|
Only applicable to <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.ISimulationExit.SimulationExit">
|
|
<summary>
|
|
Called when the <see cref="T:Fusion.NetworkObject"/> leaves AreaOfInterest.
|
|
Object is no longer receiving snapshot updates.
|
|
Object will stop executing <see cref="T:Fusion.NetworkBehaviour"/> FixedUpdateNetwork() and Render() methods until the object rejoins simulation.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.WriteAccuracy">
|
|
<summary>
|
|
Float compression value, used when writing to the fusion allocator.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.ReadAccuracy">
|
|
<summary>
|
|
Float decompression value, used when reading from the fusion allocator.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Accuracy">
|
|
<summary>
|
|
Indicates the rounding factor of compressed values.
|
|
All values will be truncated to the nearest multiple of this.
|
|
<para>For example; A value of 0.012345f compressed with an Accuracy of 0.001, becomes 0.012f</para>
|
|
<para>An Accuracy setting of 0 is uncompressed.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Accuracy.Value">
|
|
<summary>
|
|
The accuracy value that is used as a rounding factor for Fusion's compression. All values will be truncated to the nearest multiple of this.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Accuracy.Inverse">
|
|
<summary>
|
|
The inverse of the Accuracy value, used in decompression.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Accuracy.SetValue(System.Single)">
|
|
<summary>
|
|
Sets the Accuracy value.Inverse is determined and set as well.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Accuracy.UseGlobalAccuracy(System.String)">
|
|
<summary>
|
|
Sets the accuracy to a global accuracy, which are defined in Fusion's <see cref="T:Fusion.NetworkProjectConfig"/>.
|
|
</summary>
|
|
<param name="tag">The name of the Accuracy Default (can be found in <see cref="T:Fusion.NetworkProjectConfig"/>'s settings.</param>
|
|
</member>
|
|
<member name="M:Fusion.Accuracy.GetWriteAccuracy(Fusion.NetworkProjectConfig)">
|
|
<summary>
|
|
Gets the <see cref="T:Fusion.WriteAccuracy"/> value used for float compression.
|
|
</summary>
|
|
<param name="config">Reference to the project Config file, which is needed to look up the global <see cref="T:Fusion.AccuracyDefaults"/> values.
|
|
Typically this is Runner.Config is used for this value.
|
|
</param>
|
|
</member>
|
|
<member name="M:Fusion.Accuracy.GetReadAccuracy(Fusion.NetworkProjectConfig)">
|
|
<summary>
|
|
Gets the <see cref="T:Fusion.ReadAccuracy"/> value used for float decompression.
|
|
</summary>
|
|
<param name="config">Reference to the project <see cref="T:Fusion.NetworkProjectConfig"/> file, which is needed to look up the global <see cref="T:Fusion.AccuracyDefaults"/> values.</param>
|
|
</member>
|
|
<member name="M:Fusion.Accuracy.#ctor(System.Single)">
|
|
<summary>
|
|
Accuracy constructor. The provided float value is used to determine the rounding.
|
|
For example, an accuracy of .01f would result in the value .02345 being rounded to .02f.
|
|
</summary>
|
|
<param name="accuracy"></param>
|
|
</member>
|
|
<member name="M:Fusion.Accuracy.#ctor(System.String,System.Single)">
|
|
<summary>
|
|
Accuracy constructor that binds this accuracy to a named <see cref="T:Fusion.AccuracyDefaults"/> setting.
|
|
<para>This can be a built-in constant, like AccuracyDefaults.POSITION -
|
|
or your own custom name (provided you have defined it in <see cref="F:Fusion.NetworkProjectConfig.AccuracyDefaults"/>.</para>
|
|
</summary>
|
|
<param name="tag">The string name of the tag. Can be an <see cref="T:Fusion.AccuracyDefaults"/> constant, or your own defined default.</param>
|
|
<param name="value">The value that will be used if the AccuracyDefaults toggle is deselected in the inspector.</param>
|
|
</member>
|
|
<member name="M:Fusion.Accuracy.op_Implicit(System.Single)~Fusion.Accuracy">
|
|
<summary>
|
|
Implicit operator to convert floats into accuracy.
|
|
</summary>
|
|
<param name="value"></param>
|
|
</member>
|
|
<member name="M:Fusion.Accuracy.ToString">
|
|
<summary>
|
|
Summary text for this accuracy.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Fusion.NetworkAreaOfInterestBehaviour">
|
|
<summary>
|
|
Base class for network behaviours which provide a position offset for area of interest.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkAreaOfInterestBehaviour.PositionWordOffset">
|
|
<summary>
|
|
The int* offset for the Ptr, for the memory location of the position data.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkBehaviour">
|
|
<summary>
|
|
Base class for Fusion network components, which are associated with a <see cref="T:Fusion.NetworkObject"/>.
|
|
<para>Derived from <see cref="T:Fusion.SimulationBehaviour"/>, components derived from this class are associated with a <see cref="T:Fusion.NetworkRunner"/> and <see cref="T:Fusion.Simulation"/>.
|
|
Components derived from this class are associated with a parent <see cref="T:Fusion.NetworkObject"/>.
|
|
and can use the <see cref="T:Fusion.NetworkedAttribute"/> on properties to automate state synchronization,
|
|
and can use the <see cref="T:Fusion.RpcAttribute"/> on methods, to automate messaging.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkBehaviour.InterpolationDataSources">
|
|
<summary>
|
|
Options for which time frame this object will render in.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkBehaviour.InterpolationDataSources.Auto">
|
|
<summary>
|
|
Selects the most likely suitable time frame.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkBehaviour.InterpolationDataSources.Snapshots">
|
|
<summary>
|
|
Renders the object in the remote time frame, using the most recently consumed remote state tick.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkBehaviour.InterpolationDataSources.Predicted">
|
|
<summary>
|
|
Render the object in the local players time frame, interpolating between the most recent tick simulation result and the previous.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkBehaviour.InterpolationDataSources.NoInterpolation">
|
|
<summary>
|
|
Interpolation will not be calculated nor applied.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkBehaviour.Ptr">
|
|
<summary>
|
|
Pointer to the allocated memory associated with this Object.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkBehaviour.ObjectIndex">
|
|
<summary>
|
|
The index of this <see cref="T:Fusion.NetworkBehaviour"/>, in the <see cref="F:Fusion.NetworkObject.NetworkedBehaviours"/> array.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkBehaviour._interpolationDataSource">
|
|
<summary>
|
|
Indicates whether the state authority snapshot tick data, or prediction tick data (if available in the current mode for the current peer) should be used for interpolation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkBehaviour.WordInfo">
|
|
<summary>
|
|
Gives access to the offset (in 32 bit words) and count (in 32 bit words) of this behaviour backing data
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkBehaviour.InterpolationDataSource">
|
|
<summary>
|
|
Get/Set the time frame this object is rendered in.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkBehaviour.Id">
|
|
<summary>
|
|
The unique identifier for this network behaviour.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkBehaviour.DynamicWordCount">
|
|
<summary>
|
|
Override this value for custom memory allocations.
|
|
This is for advanced use cases only, and cannot be used if <see cref="T:Fusion.NetworkedAttribute"/> is used in the derived class.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.CopyStateFrom(Fusion.NetworkBehaviour)">
|
|
<summary>
|
|
Copies entire state of passed in source <see cref="T:Fusion.NetworkBehaviour"/>
|
|
</summary>
|
|
<param name="source">Source <see cref="T:Fusion.NetworkBehaviour"/> to copy data from</param>
|
|
</member>
|
|
<member name="P:Fusion.NetworkBehaviour.InvokeOnChangedForInitialNonZeroValues">
|
|
<summary>
|
|
Override this property to change whether initial non-zero values assigned
|
|
to [Networked] properties invoke OnChanged callbacks. For clients
|
|
the initial value comes from the simulation snapshot, not from what has
|
|
been set locally in the inspector.
|
|
|
|
Returns "true" by default.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.Spawned">
|
|
<summary>
|
|
Post spawn callback.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.Despawned(Fusion.NetworkRunner,System.Boolean)">
|
|
<summary>
|
|
Called before the network object is despawned
|
|
</summary>
|
|
<param name="hasState">If the state of the behaviour is still accessible</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.GetInterpolationData(Fusion.InterpolationData@,System.Nullable{System.Boolean})">
|
|
<summary>
|
|
Get 'To' and 'From' states, and the Alpha (t) values needed for lerping.
|
|
</summary>
|
|
<param name="data">The returned values.</param>
|
|
<param name="force">Force interpolation to the current <see cref="T:Fusion.Simulation"/>s time frame</param>
|
|
<returns>True valid state data was returned.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.GetInterpolationData(Fusion.InterpolationData@,System.Boolean@)">
|
|
<summary>
|
|
Get 'To' and 'From' states, and the Alpha (t) values needed for interpolation.
|
|
</summary>
|
|
<param name="data">The returned values.</param>
|
|
<param name="predicted">
|
|
If the interpolation data is in the predicted time frame (true) or between snapshots (false),
|
|
according to the <see cref="P:Fusion.NetworkBehaviour.InterpolationDataSource"/>.
|
|
</param>
|
|
<returns>True valid state data was returned.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.IsInterpolationDataPredicted">
|
|
<summary>
|
|
If the behaviour data should be interpolated between latest predicted states or between snapshots.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.OnChangeClearAll">
|
|
<summary>
|
|
Clear all dynamic OnChange callbacks from this behaviour
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.OnChangeRemove(Fusion.NetworkBehaviourCallbackReference)">
|
|
<summary>
|
|
Removes a specific OnChange callback from this behaviour
|
|
</summary>
|
|
<param name="reference">The reference returned by OnChangeAdd</param>
|
|
<returns>Removal succeeded</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.OnChangeAdd``1(System.Int32,System.Int32,Fusion.ChangedDelegate{``0},Fusion.OnChangedTargets)">
|
|
<summary>
|
|
Adds a OnChange callback to this behaviour which is bound to a specific word offset and word count
|
|
</summary>
|
|
<param name="wordOffset">Word offset to monitor for changes</param>
|
|
<param name="wordCount">How many words to monitor for changes, from offset and up</param>
|
|
<param name="callback">Callback to invoke</param>
|
|
<typeparam name="T">Type of the behaviour</typeparam>
|
|
<returns>Reference struct that can be used to remove this callback later</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.OnChangeAdd``1(System.String,Fusion.ChangedDelegate{``0},Fusion.OnChangedTargets)">
|
|
<summary>
|
|
Adds a OnChange callback to this behaviour which is bound to a specific weaved property
|
|
</summary>
|
|
<param name="propertyName">Name of the property to monitor for changes</param>
|
|
<param name="callback">Callback to invoke</param>
|
|
<typeparam name="T">Type of the behaviour</typeparam>
|
|
<returns>Reference struct that can be used to remove this callback later</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.GetInput``1">
|
|
<summary>
|
|
|
|
</summary>
|
|
<typeparam name="T"></typeparam>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.GetInput``1(``0@)">
|
|
<summary>
|
|
Returns true if it a valid <see cref="T:Fusion.INetworkInput"/> can be found for the current simulation tick (Typically this is used in <see cref="M:Fusion.NetworkBehaviour.FixedUpdateNetwork"/>).
|
|
<para>The returned input struct originates from the <see cref="P:Fusion.NetworkObject.InputAuthority"/>,
|
|
and if valid contains the inputs supplied by that <see cref="T:Fusion.PlayerRef"/> for the current simulation tick.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkBehaviour.RawInterpolator">
|
|
<summary>
|
|
RawInterpolator provides a set of methods to get the "from" and "to" ticks of the associated [Networked] property,
|
|
as well as the current interpolation value for the two.
|
|
All methods return raw memory pointers and expects the caller to be able to convert the data to the proper types.
|
|
<seealso cref="T:Fusion.NetworkBehaviour.Interpolator`1"/>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkBehaviour.Interpolator`1">
|
|
<summary>
|
|
Interpolator provides a set of methods to get the "from" and "to" ticks of the associated [Networked] property,
|
|
as well as the current interpolation value for the two, but it also provides a Value property as a shortcut to
|
|
get the actual interpolated value for those parameters.
|
|
<seealso cref="T:Fusion.NetworkBehaviour.RawInterpolator"/>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkBehaviour.Interpolator`1.Value">
|
|
<summary>
|
|
Get the current interpolation value for this Interpolator. This method will silently ignore missing interpolation data and just return the default value for `T`
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkBehaviour.Interpolator`1.TryValue">
|
|
<summary>
|
|
Get the current interpolation value for this Interpolator. Similar to the `Value` property, but will return null if interpolation data is not available.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.Interpolator`1.TryGetValues(`0@,`0@,System.Single@,System.Nullable{System.Boolean})">
|
|
<summary>
|
|
Try and get 'To' and 'From' states, and the Alpha (t) values needed for interpolation.
|
|
</summary>
|
|
<param name="from">Value on the state the interpolation is going from.</param>
|
|
<param name="to">Value on the state the interpolation is going to.</param>
|
|
<param name="alpha">Interpolant factor between the two states.</param>
|
|
<param name="force">
|
|
Force interpolation to the current <see cref="T:Fusion.Simulation"/>s time frame (as opposed to between snapshots).
|
|
If no value is forced, interpolation data will be retrieved according to the <see cref="P:Fusion.NetworkBehaviour.InterpolationDataSource"/>.
|
|
</param>
|
|
<returns>True if the interpolation data is available, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.Interpolator`1.GetValues(System.Nullable{System.Boolean})">
|
|
<summary>
|
|
Get 'To' and 'From' states, and the Alpha (t) values needed for interpolation.
|
|
</summary>
|
|
<param name="force">
|
|
Force interpolation to the current <see cref="T:Fusion.Simulation"/>s time frame (as opposed to between snapshots).
|
|
If no value is forced, interpolation data will be retrieved according to the <see cref="P:Fusion.NetworkBehaviour.InterpolationDataSource"/>.
|
|
</param>
|
|
<returns>A tuple containing the values. Null if interpolation data is not available.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.GetInterpolator(System.String)">
|
|
<summary>
|
|
Get a raw interpolator for a networked property.
|
|
The returned `RawInterpolator` provides a way to calculate the "between-ticks" value of the named [Networked] property.
|
|
</summary>
|
|
<param name="propertyName">Name of the [Networked] property</param>
|
|
<returns>`RawInterpolator` for the networked property</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.GetInterpolator``1(System.String)">
|
|
<summary>
|
|
Get an interpolator for a networked property.
|
|
The returned `Interpolator` provides a way to calculate the "between-ticks" value of the named [Networked] property with the specified type `T`.
|
|
The value is a linear interpolation between the "from" and the "to" ticks and is available via the `Value` property on the `Interpolator`.
|
|
</summary>
|
|
<param name="propertyName">Name of the [Networked] property</param>
|
|
<typeparam name="T">Type of the [Networked] property</typeparam>
|
|
<returns>`Interpolator` for the networked property</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.MakeInitializer``1(``0[])">
|
|
<summary>
|
|
This is a special method that is meant to be used only for [Networked] properties inline initialization.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.MakeInitializer``2(System.Collections.Generic.Dictionary{``0,``1})">
|
|
<summary>
|
|
This is a special method that is meant to be used only for [Networked] properties inline initialization.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.op_Implicit(Fusion.NetworkBehaviour)~Fusion.NetworkBehaviourId">
|
|
<summary>
|
|
Converts NetworkBehaviour to NetworkBehaviourId
|
|
</summary>
|
|
<param name="behaviour"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkBehaviour.InvokeWeavedCode">
|
|
<summary>
|
|
This method needs to be invoked in user overrides of:
|
|
<see cref="M:Fusion.NetworkBehaviour.CopyBackingFieldsToState(System.Boolean)"/>
|
|
<see cref="M:Fusion.NetworkBehaviour.CopyStateToBackingFields"/>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkBehaviourCallbackReference">
|
|
<summary>
|
|
Reference to an OnChange callback added to a NetworkBehaviour
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkBehaviourCallbackReference.IsValid">
|
|
<summary>
|
|
If this callback reference is valid or not
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkMecanimAnimator">
|
|
<summary>
|
|
A component for synchronizing the Animator controller state from the State Authority to network proxies.
|
|
Requires a Unity Animator component, and a <see cref="T:Fusion.NetworkObject"/> component.
|
|
NOTE: Animator Root Motion is not compatible with re-simulation and prediction.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkMecanimAnimator.Animator">
|
|
<summary>
|
|
The Animator being synced.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkMecanimAnimator.SyncSettings">
|
|
<summary>
|
|
Flags controlling which Mecanim data will be synced.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkMecanimAnimator.FloatAccuracy">
|
|
<summary>
|
|
Accuracy used for parameter float values.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkMecanimAnimator.TimeAccuracy">
|
|
<summary>
|
|
Accuracy used for animator state normalized time values.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkMecanimAnimator.WeightAccuracy">
|
|
<summary>
|
|
Accuracy used for layer weight values.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkMecanimAnimator.SetTrigger(System.Int32)">
|
|
<summary>
|
|
Queues a trigger with this animator. Call this instead of Animator.SetTrigger for the State Authority.
|
|
Triggers are prone to getting lost by animation syncs, as they may get reset before the value is synced. Setting triggers with this method ensures they get captured.
|
|
</summary>
|
|
<param name="triggerHash"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkMecanimAnimator.SetTrigger(System.String)">
|
|
<summary>
|
|
Queues a trigger with this animator. Call this instead of Animator.SetTrigger for the State Authority.
|
|
Triggers are prone to getting lost by animation syncs, as they may get reset before the value is synced. Setting triggers with this method ensures they get captured.
|
|
</summary>
|
|
<param name="trigger"></param>
|
|
</member>
|
|
<member name="T:Fusion.NetworkPhysicsSimulation2D">
|
|
<summary>
|
|
Fusion component for handling Physics2D.SyncTransforms() and Physics2D.Simulate().
|
|
Only used when <see cref="F:Fusion.NetworkProjectConfig.PhysicsEngines.Physics2D"/> == true.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkPhysicsSimulation3D">
|
|
<summary>
|
|
Fusion component for handling Physics.SyncTransforms() and Physics.Simulate().
|
|
Only used when <see cref="F:Fusion.NetworkProjectConfig.PhysicsEngines.Physics3D"/> == true.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkPositionRotation">
|
|
<summary>
|
|
Replicates a Unity Transform's position and rotation states from the <see cref="P:Fusion.NetworkObject.StateAuthority"/> to all other peers.
|
|
Add this component to a GameObject to sync the position and rotation.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
<remarks>
|
|
This component does not interpolate visuals. In order to do that, use a <see cref="T:Fusion.NetworkTransform"/>.
|
|
</remarks>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkPositionRotation.Transform">
|
|
<summary>
|
|
Cached GameObject.transform reference.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.Awake">
|
|
<summary>
|
|
Implements Unity's Awake event function.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.OnEnable">
|
|
<summary>
|
|
Implements Unity's OnEnable event function.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.Spawned">
|
|
<summary>
|
|
Overrides <see cref="M:Fusion.NetworkBehaviour.Spawned"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.BeforeUpdate">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IBeforeUpdate"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.BeforeAllTicks(System.Boolean,System.Int32)">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IBeforeAllTicks"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
To extend the functionality of copying data from the networked buffer to the engine,
|
|
override and extend <see cref="M:Fusion.NetworkPositionRotation.CopyFromBufferToEngine"/> instead.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.AfterAllTicks(System.Boolean,System.Int32)">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IAfterAllTicks"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
To extend the functionality of copying data from the engine to the networked buffer,
|
|
override and extend <see cref="M:Fusion.NetworkPositionRotation.CopyFromEngineToBuffer"/> instead.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.RemotePrefabCreated">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IRemotePrefabCreated"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.BeforeCopyPreviousState">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IBeforeCopyPreviousState"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.CopyBackingFieldsToState(System.Boolean)">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.NetworkBehaviour.CopyBackingFieldsToState(System.Boolean)"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.CopyFromBufferToEngine">
|
|
<summary>
|
|
Sets the values retrieved from the networked data to the respective engine (Unity) fields.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.CopyFromEngineToBuffer">
|
|
<summary>
|
|
Sets the values retrieved from the engine (Unity) to the respective networked fields.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.GetEnginePosition">
|
|
<summary>
|
|
Gets the position value from the engine. By default, the world position is set to be the output.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.GetEngineRotation">
|
|
<summary>
|
|
Gets the rotation value from the engine. By default, the world rotation is set to be the output.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.SetEnginePosition(UnityEngine.Vector3)">
|
|
<summary>
|
|
Sets a position value to the engine. By default, the value is set to the transform's world position field.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.SetEngineRotation(UnityEngine.Quaternion)">
|
|
<summary>
|
|
Sets a rotation value to the engine. By default, the value is set to the transform's world rotation field.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkPositionRotation.WORD_COUNT_NPR">
|
|
<summary>
|
|
Number of words used by a <see cref="T:Fusion.NetworkPositionRotation"/> instance on its networked data,
|
|
including all inherited fields.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkPositionRotation.BaseWordCount">
|
|
<summary>
|
|
Number of words used by this class on the networked data buffer, including all inherited fields,
|
|
to serve for reference to inheritors.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkPositionRotation.PositionWordOffset">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.NetworkAreaOfInterestBehaviour"/> by defining the word offset from the base pointer to the field that carries the position data used for Area of Interest management.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.ReadPosition">
|
|
<summary>
|
|
Reads from the position field on this object's networked data
|
|
with the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.ReadPosition(System.Int32*)">
|
|
<summary>
|
|
Reads from a position field on the networked data pointed by <paramref name="ptr"/>
|
|
with the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.ReadPosition(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from a position field on the networked data pointed by <paramref name="ptr"/>
|
|
with the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.ReadRotation">
|
|
<summary>
|
|
Reads from the rotation field on this object's networked data
|
|
with the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.ReadRotation(System.Int32*)">
|
|
<summary>
|
|
Reads from a rotation field on the networked data pointed by <paramref name="ptr"/>
|
|
with the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.ReadRotation(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from a rotation field on the networked data pointed by <paramref name="ptr"/>
|
|
with the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.WritePosition(UnityEngine.Vector3)">
|
|
<summary>
|
|
Writes to a position field on this object's networked data
|
|
with the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.WritePosition(UnityEngine.Vector3,System.Int32*)">
|
|
<summary>
|
|
Writes to a position field on the networked data pointed by <paramref name="ptr"/>
|
|
with the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.WritePosition(UnityEngine.Vector3,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to a position field on the networked data pointed by <paramref name="ptr"/>
|
|
with the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.WriteRotation(UnityEngine.Quaternion)">
|
|
<summary>
|
|
Writes to a rotation field on this object's networked data
|
|
with the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.WriteRotation(UnityEngine.Quaternion,System.Int32*)">
|
|
<summary>
|
|
Writes to a rotation field on the networked data pointed by <paramref name="ptr"/>
|
|
with the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPositionRotation.WriteRotation(UnityEngine.Quaternion,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to a rotation field on the networked data pointed by <paramref name="ptr"/>
|
|
with the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRigidbody">
|
|
<summary>
|
|
Replicates a Unity Rigidbody state from the <see cref="P:Fusion.NetworkObject.StateAuthority"/> to all other peers.
|
|
Add this component to a GameObject with a Rigidbody component.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbody.Rigidbody">
|
|
<summary>
|
|
Cached reference of this object's <see cref="P:Fusion.NetworkRigidbody.Rigidbody"/> component.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.SetIsKinematic(System.Boolean)">
|
|
<summary>
|
|
Sets the <see cref="P:Fusion.NetworkRigidbody.Rigidbody"/> <see cref="P:UnityEngine.Rigidbody.isKinematic"/> field to <paramref name="value"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbody.DefaultTeleportInterpolationVelocity">
|
|
<summary>
|
|
Sets the default teleport interpolation velocity to be the rigidbody velocity.
|
|
For more details on how this field is used, see <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbody.DefaultTeleportInterpolationAngularVelocity">
|
|
<summary>
|
|
Sets the default teleport interpolation angular velocity to be the rigidbody angular velocity.
|
|
For more details on how this field is used, see <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.Awake">
|
|
<summary>
|
|
Implements Unity's Awake event function.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.Spawned">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.NetworkBehaviour.Spawned"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.CopyFromBufferToEngine">
|
|
<inheritdoc cref="M:Fusion.NetworkPositionRotation.CopyFromBufferToEngine"/>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.CopyFromEngineToBuffer">
|
|
<inheritdoc cref="M:Fusion.NetworkPositionRotation.CopyFromEngineToBuffer"/>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbody.WORD_COUNT_NRB">
|
|
<summary>
|
|
Number of words used by a <see cref="T:Fusion.NetworkRigidbody"/> instance on its networked data,
|
|
including all inherited fields.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbody.BaseWordCount">
|
|
<inheritdoc cref="P:Fusion.NetworkPositionRotation.BaseWordCount"/>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadRigidbodyPosition">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody position on this object's
|
|
networked data using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadRigidbodyPosition(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody position on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadRigidbodyPosition(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody position on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadRigidbodyRotation">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody rotation on this object's
|
|
networked data using the default Runner rotation read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadRigidbodyRotation(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody rotation on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner rotation read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadRigidbodyRotation(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody rotation on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadVelocity">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody velocity on this object's
|
|
networked data using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadVelocity(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadVelocity(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadAngularVelocity">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular velocity on this object's
|
|
networked data using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadAngularVelocity(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadAngularVelocity(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadNetworkRigidbodyFlags(Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints@)">
|
|
<summary>
|
|
Reads from a field reserved to store the rigidbody flags and constraints
|
|
on this object's networked data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints@)">
|
|
<summary>
|
|
Reads from a field reserved to store the rigidbody flags and constraints
|
|
on the networked data pointed by <paramref name="ptr"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteRigidbodyPosition(UnityEngine.Vector3)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody position on this object's
|
|
networked data using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteRigidbodyPosition(UnityEngine.Vector3,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody position on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteRigidbodyPosition(UnityEngine.Vector3,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody position on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteRigidbodyRotation(UnityEngine.Quaternion)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody rotation on this object's
|
|
networked data using the default Runner rotation write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteRigidbodyRotation(UnityEngine.Quaternion,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody rotation on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner rotation write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteRigidbodyRotation(UnityEngine.Quaternion,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody rotation on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteVelocity(UnityEngine.Vector3)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody velocity on this object's
|
|
networked data using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteVelocity(UnityEngine.Vector3,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteVelocity(UnityEngine.Vector3,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteAngularVelocity(UnityEngine.Vector3)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody angular velocity on this object's
|
|
networked data using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteAngularVelocity(UnityEngine.Vector3,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody angular velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteAngularVelocity(UnityEngine.Vector3,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody angular velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteNetworkRigidbodyFlags(Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags,UnityEngine.RigidbodyConstraints)">
|
|
<summary>
|
|
Writes to a field reserved to store the rigidbody flags and constraints on this object's networked data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody.WriteNetworkRigidbodyFlags(Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags,UnityEngine.RigidbodyConstraints,System.Int32*)">
|
|
<summary>
|
|
Writes a field reserved to store the rigidbody flags and constraints on the networked data pointed by <paramref name="ptr"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRigidbody2D">
|
|
<summary>
|
|
Replicates a Unity Rigidbody state from the <see cref="P:Fusion.NetworkObject.StateAuthority"/> to all other peers.
|
|
Add this component to a GameObject with a Rigidbody component.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbody2D.Rigidbody">
|
|
<summary>
|
|
Cached reference of this object's <see cref="T:UnityEngine.Rigidbody2D"/> component.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.SetIsKinematic(System.Boolean)">
|
|
<summary>
|
|
Sets the <see cref="P:Fusion.NetworkRigidbody2D.Rigidbody"/> <see cref="P:UnityEngine.Rigidbody2D.isKinematic"/> field to <paramref name="value"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbody2D.DefaultTeleportInterpolationVelocity">
|
|
<summary>
|
|
Sets the default teleport interpolation velocity to be the rigidbody velocity.
|
|
For more details on how this field is used, see <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbody2D.DefaultTeleportInterpolationAngularVelocity">
|
|
<summary>
|
|
Sets the default teleport interpolation angular velocity to be the rigidbody angular velocity, around the Z axis.
|
|
For more details on how this field is used, see <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.Awake">
|
|
<summary>
|
|
Implements Unity's Awake event function.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.Spawned">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.NetworkBehaviour.Spawned"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.CopyFromBufferToEngine">
|
|
<inheritdoc cref="M:Fusion.NetworkPositionRotation.CopyFromBufferToEngine"/>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.CopyFromEngineToBuffer">
|
|
<inheritdoc cref="M:Fusion.NetworkPositionRotation.CopyFromEngineToBuffer"/>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbody2D.WORD_COUNT_NRB_2D">
|
|
<summary>
|
|
Number of words used by a <see cref="T:Fusion.NetworkRigidbody2D"/> instance on its networked data,
|
|
including all inherited fields.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbody2D.BaseWordCount">
|
|
<inheritdoc cref="P:Fusion.NetworkPositionRotation.BaseWordCount"/>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadRigidbodyPosition">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody position on this object's
|
|
networked data using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadRigidbodyPosition(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody position on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadRigidbodyPosition(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody position on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadRigidbodyRotation">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody rotation on this object's
|
|
networked data using the default Runner rotation read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadRigidbodyRotation(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody rotation on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner rotation read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadRigidbodyRotation(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody rotation on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadVelocity">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody velocity on this object's
|
|
networked data using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadVelocity(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadVelocity(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadAngularVelocity">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular velocity on this object's
|
|
networked data using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadAngularVelocity(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadAngularVelocity(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadGravityScale">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody gravity scale on this object's
|
|
networked data using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadGravityScale(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody gravity scale on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadGravityScale(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody gravity scale on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadNetworkRigidbodyFlags(Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints2D@)">
|
|
<summary>
|
|
Reads from a field reserved to store the rigidbody flags and constraints
|
|
on this object's networked data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints2D@)">
|
|
<summary>
|
|
Reads from a field reserved to store the rigidbody flags and constraints
|
|
on the networked data pointed by <paramref name="ptr"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteRigidbodyPosition(UnityEngine.Vector2)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody position on this object's
|
|
networked data using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteRigidbodyPosition(UnityEngine.Vector2,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody position on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteRigidbodyPosition(UnityEngine.Vector2,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody position on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteRigidbodyRotation(System.Single)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody rotation on this object's
|
|
networked data using the default Runner rotation write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteRigidbodyRotation(System.Single,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody rotation on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner rotation write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteRigidbodyRotation(System.Single,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody rotation on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteVelocity(UnityEngine.Vector2)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody velocity on this object's
|
|
networked data using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteVelocity(UnityEngine.Vector2,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteVelocity(UnityEngine.Vector2,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteAngularVelocity(System.Single)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody angular velocity on this object's
|
|
networked data using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteAngularVelocity(System.Single,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody angular velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteAngularVelocity(System.Single,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody angular velocity on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteGravityScale(System.Single)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody gravity scale on this object's
|
|
networked data using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteGravityScale(System.Single,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody gravity scale on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteGravityScale(System.Single,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody gravity scale on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteNetworkRigidbodyFlags(Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags,UnityEngine.RigidbodyConstraints2D)">
|
|
<summary>
|
|
Writes to a field reserved to store the rigidbody flags and constraints on this object's networked data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbody2D.WriteNetworkRigidbodyFlags(Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags,UnityEngine.RigidbodyConstraints2D,System.Int32*)">
|
|
<summary>
|
|
Writes a field reserved to store the rigidbody flags and constraints on the networked data pointed by <paramref name="ptr"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRigidbodyBase">
|
|
<summary>
|
|
Base class for 2D and 3D networked rigid body behaviours:
|
|
see <see cref="T:Fusion.NetworkRigidbody2D"/> and <see cref="T:Fusion.NetworkRigidbody"/>, respectively.
|
|
This class handles some of the data and logic shared between the two versions.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.SetIsKinematic(System.Boolean)">
|
|
<summary>
|
|
Sets a 2D or 3D rigid body kinematic field to <paramref name="value"/>,
|
|
according to the explicit implementation.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbodyBase._forceSnapshotInterpolated">
|
|
<summary>
|
|
If the rigid body state is not predicted, but just interpolated between snapshots.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbodyBase._initialized">
|
|
<summary>
|
|
If <see cref="M:Fusion.NetworkRigidbodyBase.Init"/> was called at least once on this instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.RemotePrefabCreated">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IRemotePrefabCreated"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.CopyBackingFieldsToState(System.Boolean)">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.NetworkBehaviour.CopyBackingFieldsToState(System.Boolean)"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.BeforeAllTicks(System.Boolean,System.Int32)">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IBeforeAllTicks"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
To extend the functionality of copying data from the networked buffer to the engine,
|
|
override and extend <see cref="M:Fusion.NetworkPositionRotation.CopyFromBufferToEngine"/> instead.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.AfterAllTicks(System.Boolean,System.Int32)">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IAfterAllTicks"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
To extend the functionality of copying data from the engine to the networked buffer,
|
|
override and extend <see cref="M:Fusion.NetworkPositionRotation.CopyFromEngineToBuffer"/> instead.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.BeforeCopyPreviousState">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IBeforeCopyPreviousState"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.IsInterpolationDataPredicted">
|
|
<inheritdoc cref="M:Fusion.NetworkRigidbodyBase.IsInterpolationDataPredicted"/>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags">
|
|
<summary>
|
|
Networked flags representing a 2D or 3D rigid body state and characteristics.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags.IsKinematic">
|
|
<summary>
|
|
Networked kinematic state.
|
|
See also <see cref="P:UnityEngine.Rigidbody.isKinematic"/> or <see cref="P:UnityEngine.Rigidbody2D.isKinematic"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags.UseGravity">
|
|
<summary>
|
|
Networked <see cref="P:UnityEngine.Rigidbody.useGravity"/> state. Not used with 2D rigid bodies.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags.IsSleeping">
|
|
<summary>
|
|
Networked sleeping state.
|
|
See also <see cref="M:UnityEngine.Rigidbody.IsSleeping"/> or <see cref="M:UnityEngine.Rigidbody2D.IsSleeping"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbodyBase.WORD_COUNT_NRBB">
|
|
<summary>
|
|
Number of words used by a <see cref="T:Fusion.NetworkRigidbodyBase"/> instance on its networked data,
|
|
including all inherited fields.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbodyBase.BaseWordCount">
|
|
<inheritdoc cref="P:Fusion.NetworkPositionRotation.BaseWordCount"/>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadDrag">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody drag on this object's networked data
|
|
using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadDrag(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody drag on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadDrag(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody drag on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadAngularDrag">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular drag on this object's networked data
|
|
using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadAngularDrag(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular drag on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadAngularDrag(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody angular drag on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadMass">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody mass on this object's networked data
|
|
using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadMass(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody mass on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadMass(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody mass on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadNetworkRigidbodyFlags">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody flags on this object's networked data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadNetworkRigidbodyFlags(System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody flags on the networked data pointed by <paramref name="ptr"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadNetworkRigidbodyRawFlags">
|
|
<summary>
|
|
Reads from the field reserved to store the rigid body flags on this object's networked data
|
|
and returns the raw word value that might also carry flags specific to 2D or 3D rigid bodies.
|
|
See also <see cref="M:Fusion.NetworkRigidbody.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints@)">
|
|
NetworkRigidbody.ReadNetworkRigidbodyFlags</see> or <see cref="M:Fusion.NetworkRigidbody2D.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints2D@)">
|
|
NetworkRigidbody2D.ReadNetworkRigidbodyFlags</see>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadNetworkRigidbodyRawFlags(System.Int32*)">
|
|
<summary>
|
|
Reads from a field reserved to store the rigid body flags on the networked data pointed by <paramref name="ptr"/>
|
|
and returns the raw word value that might also carry flags specific to 2D or 3D rigid bodies.
|
|
See also <see cref="M:Fusion.NetworkRigidbody.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints@)">
|
|
NetworkRigidbody.ReadNetworkRigidbodyFlags</see> or <see cref="M:Fusion.NetworkRigidbody2D.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints2D@)">
|
|
NetworkRigidbody2D.ReadNetworkRigidbodyFlags</see>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadDragsAndMass">
|
|
<summary>
|
|
Reads the values of a rigidbody drag, angular drag and mass field on this object's networked data
|
|
using the default Runner position read accuracy.
|
|
The values are returned as the x, y and z values of a Vector3, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadDragsAndMass(System.Int32*)">
|
|
<summary>
|
|
Reads the values of a rigidbody drag, angular drag and mass field on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
The values are returned as the x, y and z values of a Vector3, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.ReadDragsAndMass(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads the values of a rigidbody drag, angular drag and mass field on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="readAccuracy"/>.
|
|
The values are returned as the x, y and z values of a Vector3, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteDrag(System.Single)">
|
|
<summary>
|
|
Writes the field reserved to store the rigidbody drag on this object's networked data
|
|
using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteDrag(System.Single,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody drag on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteDrag(System.Single,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody drag on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteAngularDrag(System.Single)">
|
|
<summary>
|
|
Writes the field reserved to store the rigidbody angular drag on this object's networked data
|
|
using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteAngularDrag(System.Single,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody angular drag on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteAngularDrag(System.Single,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody angular drag on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteMass(System.Single)">
|
|
<summary>
|
|
Writes the field reserved to store the rigidbody mass on this object's networked data
|
|
using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteMass(System.Single,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody mass on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteMass(System.Single,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody mass on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteNetworkRigidbodyFlags(Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags)">
|
|
<summary>
|
|
Writes to the field reserved to store the rigidbody flags on this object's networked data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteNetworkRigidbodyFlags(Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags,System.Int32*)">
|
|
<summary>
|
|
Reads from the field reserved to store the rigidbody flags on the networked data pointed by <paramref name="ptr"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteNetworkRigidbodyRawFlags(System.Int32)">
|
|
<summary>
|
|
Writes to the field reserved to store the on this object's networked data.
|
|
See also <see cref="M:Fusion.NetworkRigidbody.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints@)">
|
|
NetworkRigidbody.ReadNetworkRigidbodyFlags</see> or <see cref="M:Fusion.NetworkRigidbody2D.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints2D@)">
|
|
NetworkRigidbody2D.ReadNetworkRigidbodyFlags</see>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteNetworkRigidbodyRawFlags(System.Int32,System.Int32*)">
|
|
<summary>
|
|
Writes to the field reserved to store the on this object's networked data.
|
|
See also <see cref="M:Fusion.NetworkRigidbody.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints@)">
|
|
NetworkRigidbody.ReadNetworkRigidbodyFlags</see> or <see cref="M:Fusion.NetworkRigidbody2D.ReadNetworkRigidbodyFlags(System.Int32*,Fusion.NetworkRigidbodyBase.NetworkRigidbodyFlags@,UnityEngine.RigidbodyConstraints2D@)">
|
|
NetworkRigidbody2D.ReadNetworkRigidbodyFlags</see>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteDragsAndMass(UnityEngine.Vector3)">
|
|
<summary>
|
|
Writes the values of a rigidbody drag, angular drag and mass field on this object's networked data
|
|
using the default Runner position read accuracy.
|
|
The values must be provided as the x, y and z values of a Vector3, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteDragsAndMass(UnityEngine.Vector3,System.Int32*)">
|
|
<summary>
|
|
Reads the values of a rigidbody drag, angular drag and mass field on the networked data pointed
|
|
by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
The values must be provided as the x, y and z values of a Vector3, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyBase.WriteDragsAndMass(UnityEngine.Vector3,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Reads the values of a rigidbody drag, angular drag and mass field on the networked data pointed
|
|
by <paramref name="ptr"/> using the defined <paramref name="writeAccuracy"/>.
|
|
The values must be provided as the x, y and z values of a Vector3, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkTransform">
|
|
<summary>
|
|
Replicates a Unity Transform's position and rotation states from the <see cref="P:Fusion.NetworkObject.StateAuthority"/> to all other peers.
|
|
Add this component to a GameObject to sync the position and rotation data.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
<remarks>
|
|
Besides handling smooth interpolation of a target view transform, this behaviour also provides
|
|
interpolated prediction error correction and special handling logic for teleports with controlled interpolation.
|
|
</remarks>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkTransform.DefaultTeleportInterpolationVelocity">
|
|
<summary>
|
|
The interpolation velocity used when calling <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> and not specifying a value.
|
|
By default, this value is <see cref="P:UnityEngine.Vector3.zero"/>.
|
|
Some behaviours like <see cref="T:Fusion.NetworkRigidbody"/> and <see cref="T:Fusion.NetworkRigidbody2D"/> override
|
|
this property to provide better default values, like the latest known velocity of the rigid body.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkTransform.DefaultTeleportInterpolationAngularVelocity">
|
|
<summary>
|
|
The interpolation angular velocity used when calling <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> and not specifying a value.
|
|
By default, this value is <see cref="P:UnityEngine.Vector3.zero"/>.
|
|
Some behaviours like <see cref="T:Fusion.NetworkRigidbody"/> and <see cref="T:Fusion.NetworkRigidbody2D"/> override
|
|
this property to provide better default values, like the latest known angular velocity of the rigid body.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)">
|
|
<summary>
|
|
Teleports the object to the provided position while making the networked state aware
|
|
that the object was teleported and the view interpolation needs special handling.
|
|
The <paramref name="position"/> is immediately set to the transform's position field
|
|
and additional data is stored in order to interpolate the view object between the ticks.
|
|
While interpolating the visual representation of the networked object TO a tick where a teleport happened,
|
|
the object's latest state (tick when the teleport is performed) will not be used, as doing so would cause
|
|
the interpolation target to visually interpolate along the teleported distance. Instead, the view will be
|
|
interpolated between the FROM state (tick before the teleport) and an artificial position
|
|
computed based on this FROM state and an interpolation velocity (see <paramref name="interpolationVel"/>),
|
|
in order to emulate how the object would behave if the teleport had not been performed.
|
|
</summary>
|
|
<param name="position">The position which the object is being teleported to. </param>
|
|
<param name="interpolationVel">
|
|
The emulated velocity of the interpolation target while interpolating to a tick where a teleport happened.
|
|
If null, the <see cref="P:Fusion.NetworkTransform.DefaultTeleportInterpolationVelocity"/> will be used.
|
|
</param>
|
|
<param name="interpolateBackwards">
|
|
If the artificial position for teleport interpolation should be computed backwards (artificial From, based on the
|
|
To state - the interpolation velocity) or forward (artificial To, based on the From state + interpolation velocity).
|
|
</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)">
|
|
<summary>
|
|
Teleports the object to the provided rotation while making the networked state aware
|
|
that the object was teleported and the view interpolation needs special handling.
|
|
The <paramref name="rotation"/> is immediately set to the transform's rotation field
|
|
and additional data is stored in order to interpolate the view object between the ticks.
|
|
While interpolating the visual representation of the networked object TO a tick where a teleport happened,
|
|
the object's latest state (tick when the teleport is performed) will not be used, as doing so would cause
|
|
the interpolation target to visually interpolate along the teleported rotation. Instead, the view will be
|
|
interpolated between the FROM state (tick before the teleport) and an artificial rotation
|
|
computed based on this FROM state and an interpolation angular velocity (see <paramref name="interpolationAngularVel"/>),
|
|
in order to emulate how the object would behave if the teleport had not been performed.
|
|
</summary>
|
|
<param name="rotation">The rotation which the object is being teleported to. </param>
|
|
<param name="interpolationAngularVel">
|
|
The emulated angular velocity of the interpolation target while interpolating to a tick where a teleport happened.
|
|
If null, the <see cref="P:Fusion.NetworkTransform.DefaultTeleportInterpolationAngularVelocity"/> will be used.
|
|
</param>
|
|
<param name="interpolateBackwards">
|
|
If the artificial position for teleport interpolation should be computed backwards (artificial From, based on the
|
|
To state - the interpolation velocity) or forward (artificial To, based on the From state + interpolation velocity).
|
|
</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.TeleportToPositionRotation(UnityEngine.Vector3,UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3},System.Boolean)">
|
|
<summary>
|
|
Teleports the object to the provided position and rotation while making the networked state aware
|
|
that the object was teleported and the view interpolation needs special handling.
|
|
The <paramref name="rotation"/> is immediately set to the transform's rotation field
|
|
and additional data is stored in order to interpolate the view object between the ticks.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> and <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more details about why and how
|
|
the special interpolation handling is performed.
|
|
</summary>
|
|
<param name="position">The position which the object is being teleported to. </param>
|
|
<param name="rotation">The rotation which the object is being teleported to. </param>
|
|
<param name="interpolationVel">
|
|
The emulated velocity of the interpolation target while interpolating to a tick where a teleport happened.
|
|
If null, the <see cref="P:Fusion.NetworkTransform.DefaultTeleportInterpolationVelocity"/> will be used.
|
|
</param>
|
|
<param name="interpolationAngularVel">
|
|
The emulated angular velocity of the interpolation target while interpolating to a tick where a teleport happened.
|
|
If null, the <see cref="P:Fusion.NetworkTransform.DefaultTeleportInterpolationAngularVelocity"/> will be used.
|
|
</param>
|
|
<param name="interpolateBackwards">
|
|
If the artificial position for teleport interpolation should be computed backwards (artificial From, based on the
|
|
To state - the interpolation velocity) or forward (artificial To, based on the From state + interpolation velocity).
|
|
</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.PredictedSpawnSpawned">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnSpawned"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.PredictedSpawnUpdate">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnUpdate"/> and, by default, calls
|
|
<see cref="M:Fusion.NetworkTransform.PredictedSpawnCacheTransformState"/>.
|
|
Behaviours that change the Transform state of this predict-spawned object should either be ordered
|
|
before NetworkTransform or call <see cref="M:Fusion.NetworkTransform.PredictedSpawnCacheTransformState"/> after doing so.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.PredictedSpawnRender">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnSpawned"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.PredictedSpawnFailed">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnFailed"/> and, by default, calls Destroy on this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.PredictedSpawnSuccess">
|
|
<summary>
|
|
Implements <see cref="M:Fusion.IPredictedSpawnBehaviour.PredictedSpawnSuccess"/> and does nothing by default.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.PredictedSpawnCacheTransformState">
|
|
<summary>
|
|
If this object is a predicted spawn, caches the current transform
|
|
state for interpolated rendering and prediction error correction.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.WORD_COUNT_NT">
|
|
<summary>
|
|
Number of words used by a <see cref="T:Fusion.NetworkTransform"/> instance on its networked data,
|
|
including all inherited fields.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkTransform.BaseWordCount">
|
|
<inheritdoc cref="P:Fusion.NetworkPositionRotation.BaseWordCount"/>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportInterpolationVelocity">
|
|
<summary>
|
|
Reads from this object's networked data field holding the interpolation velocity
|
|
(used on position teleports) using the default Runner position read accuracy.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportInterpolationVelocity(System.Int32*)">
|
|
<summary>
|
|
Reads from a field holding the interpolation velocity (used on position teleports)
|
|
from the networked data pointed by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportInterpolationVelocity(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from a field holding the interpolation velocity (used on position teleports)
|
|
from the networked data pointed by <paramref name="ptr"/> with the defined <paramref name="readAccuracy"/>.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportInterpolationAngularVelocity">
|
|
<summary>
|
|
Reads from this object's networked data field holding the interpolation angular velocity
|
|
(used on position teleports) using the default Runner position read accuracy.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportInterpolationAngularVelocity(System.Int32*)">
|
|
<summary>
|
|
Reads from a field holding the interpolation angular velocity (used on position teleports)
|
|
from the networked data pointed by <paramref name="ptr"/> using the default Runner position read accuracy.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportInterpolationAngularVelocity(System.Int32*,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Reads from a field holding the interpolation angular velocity (used on position teleports)
|
|
on the networked data pointed by <paramref name="ptr"/> with the defined <paramref name="readAccuracy"/>.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportPositionTick">
|
|
<summary>
|
|
Reads from this object's field holding the tick number where <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> was last called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportPositionTick(System.Int32*)">
|
|
<summary>
|
|
Reads from the networked data pointer by <paramref name="ptr"/>
|
|
a field holding the tick number where <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> was last called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportRotationTick">
|
|
<summary>
|
|
Reads from this object's field holding the tick number where <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> was last called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportRotationTick(System.Int32*)">
|
|
<summary>
|
|
Reads from the networked data pointer by <paramref name="ptr"/>
|
|
a field holding the tick number where <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> was last called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportPositionInterpolateBackwards">
|
|
<summary>
|
|
Reads from this object's field holding information about the last <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> call
|
|
and if should be interpolated forward (emulated To based on From state + interpolation) or backwards
|
|
(Emulated From based on To state - interpolation).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportPositionInterpolateBackwards(System.Int32*)">
|
|
<summary>
|
|
Reads from the networked data pointer by <paramref name="ptr"/> a field holding information about the last
|
|
<see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> call and if should be interpolated forward (emulated To based on From state + interpolation)
|
|
or backwards (Emulated From based on To state - interpolation).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportRotationInterpolateBackwards">
|
|
<summary>
|
|
Reads from this object's field holding information about the last <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> call
|
|
and if should be interpolated forward (emulated To based on From state + interpolation) or backwards
|
|
(Emulated From based on To state - interpolation).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ReadTeleportRotationInterpolateBackwards(System.Int32*)">
|
|
<summary>
|
|
Reads from the networked data pointer by <paramref name="ptr"/> a field holding information about the last
|
|
<see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> call and if should be interpolated forward (emulated To based on From state + interpolation)
|
|
or backwards (Emulated From based on To state - interpolation).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportInterpolationVelocity(UnityEngine.Vector3)">
|
|
<summary>
|
|
Writes to this object's networked data field holding the interpolation velocity
|
|
(used on position teleports) using the default Runner position write accuracy.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportInterpolationVelocity(UnityEngine.Vector3,System.Int32*)">
|
|
<summary>
|
|
Writes to a field holding the interpolation velocity (used on position teleports)
|
|
on the networked data pointed by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportInterpolationVelocity(UnityEngine.Vector3,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to a field holding the interpolation velocity (used on position teleports)
|
|
from the networked data pointed by <paramref name="ptr"/> with the defined <paramref name="writeAccuracy"/>.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportInterpolationAngularVelocity(UnityEngine.Vector3)">
|
|
<summary>
|
|
Writes to this object's networked data field holding the interpolation angular velocity
|
|
(used on position teleports) using the default Runner position write accuracy.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportInterpolationAngularVelocity(UnityEngine.Vector3,System.Int32*)">
|
|
<summary>
|
|
Writes to a field holding the interpolation angular velocity (used on position teleports)
|
|
on the networked data pointed by <paramref name="ptr"/> using the default Runner position write accuracy.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportInterpolationAngularVelocity(UnityEngine.Vector3,System.Int32*,Fusion.WriteAccuracy)">
|
|
<summary>
|
|
Writes to a field holding the interpolation angular velocity (used on position teleports)
|
|
from the networked data pointed by <paramref name="ptr"/> with the defined <paramref name="writeAccuracy"/>.
|
|
See <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> for more information on how this value is used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportPositionTick(System.Int32)">
|
|
<summary>
|
|
Writes this object's field holding the tick number where <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> was last called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportPositionTick(System.Int32,System.Int32*)">
|
|
<summary>
|
|
Writes to the networked data pointer by <paramref name="ptr"/>
|
|
a field holding the tick number where <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> was last called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportRotationTick(System.Int32)">
|
|
<summary>
|
|
Writes this object's field holding the tick number where <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> was last called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportRotationTick(System.Int32,System.Int32*)">
|
|
<summary>
|
|
Writes to the networked data pointer by <paramref name="ptr"/>
|
|
a field holding the tick number where <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> was last called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportPositionInterpolateBackwards(System.Boolean)">
|
|
<summary>
|
|
Writes to this object's field holding information about the last <see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> call
|
|
and if should be interpolated forward (emulated To based on From state + interpolation) or backwards
|
|
(Emulated From based on To state - interpolation).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportPositionInterpolateBackwards(System.Int32*,System.Boolean)">
|
|
<summary>
|
|
Writes the networked data pointer by <paramref name="ptr"/>, on a field holding information about the last
|
|
<see cref="M:Fusion.NetworkTransform.TeleportToPosition(UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> call and if should be interpolated forward (emulated To based on From state + interpolation)
|
|
or backwards (Emulated From based on To state - interpolation).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportRotationInterpolateBackwards(System.Boolean)">
|
|
<summary>
|
|
Writes to this object's field holding information about the last <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> call
|
|
and if should be interpolated forward (emulated To based on From state + interpolation) or backwards
|
|
(Emulated From based on To state - interpolation).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.WriteTeleportRotationInterpolateBackwards(System.Int32*,System.Boolean)">
|
|
<summary>
|
|
Writes to this object's field holding information about the last <see cref="M:Fusion.NetworkTransform.TeleportToRotation(UnityEngine.Quaternion,System.Nullable{UnityEngine.Vector3},System.Boolean)"/> call
|
|
and if should be interpolated forward (emulated To based on From state + interpolation) or backwards
|
|
(Emulated From based on To state - interpolation).
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkTransform.InterpolatedTransformParameters">
|
|
<summary>
|
|
Struct that provides relevant parameters when interpolating a
|
|
view representation with position and rotation data between two
|
|
known states, referred as 'From' and 'To'.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolationAlpha">
|
|
<summary>
|
|
Normalized factor that represents the exact point between From and To states
|
|
at which the view should be displayed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.UninterpolatedPositionFrom">
|
|
<summary>
|
|
Position value at the From state.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.UninterpolatedPositionTo">
|
|
<summary>
|
|
Position value at the To state.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolatedPosition">
|
|
<summary>
|
|
Position value interpolated between From (<see cref="F:Fusion.NetworkTransform.InterpolatedTransformParameters.UninterpolatedPositionFrom"/>)
|
|
and To (<see cref="F:Fusion.NetworkTransform.InterpolatedTransformParameters.UninterpolatedPositionTo"/>) with factor <see cref="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolationAlpha"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolatedPositionErrorCorrection">
|
|
<summary>
|
|
Computed value for smooth correction of prediction error.
|
|
In order to apply it, add its value to the <see cref="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolatedPosition"/>
|
|
before setting the result to the view transform.
|
|
The value will be <see cref="P:UnityEngine.Vector3.zero"/> if there is no prediction error
|
|
or <see cref="F:Fusion.NetworkTransform.InterpolateErrorCorrection"/> is disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.UninterpolatedRotationFrom">
|
|
<summary>
|
|
Rotation value at the From state.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.UninterpolatedRotationTo">
|
|
<summary>
|
|
Rotation value at the To state.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolatedRotation">
|
|
<summary>
|
|
Rotation value interpolated between From (<see cref="F:Fusion.NetworkTransform.InterpolatedTransformParameters.UninterpolatedRotationFrom"/>)
|
|
and To (<see cref="F:Fusion.NetworkTransform.InterpolatedTransformParameters.UninterpolatedRotationTo"/>) with factor <see cref="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolationAlpha"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolatedRotationErrorCorrection">
|
|
<summary>
|
|
Computed value for smooth correction of prediction error.
|
|
In order to apply it, multiply its value by the <see cref="F:Fusion.NetworkTransform.InterpolatedTransformParameters.InterpolatedRotation"/>
|
|
before setting the result to the view transform.
|
|
The value will be <see cref="P:UnityEngine.Quaternion.identity"/> if there is no prediction error
|
|
or <see cref="F:Fusion.NetworkTransform.InterpolateErrorCorrection"/> is disabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolationSpace">
|
|
<summary>
|
|
If the <see cref="F:Fusion.NetworkTransform.InterpolationTarget">Interpolation Target</see> should be interpolated in world space or in the local space of a networked parent.
|
|
Interpolating in local space requires more computations, but gives more accurate visuals if/when a parent rotates.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolationTarget">
|
|
<summary>
|
|
The Transform object used for smooth view interpolation.
|
|
Should be a non-physics GameObject, typically a child of this GameObject or a separate object without colliders.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.Spawned">
|
|
<summary>
|
|
Overrides <see cref="M:Fusion.NetworkBehaviour.Spawned"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.BeforeUpdate">
|
|
<summary>
|
|
Overrides <see cref="M:Fusion.NetworkPositionRotation.BeforeUpdate"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.Render">
|
|
<summary>
|
|
Overrides <see cref="M:Fusion.SimulationBehaviour.Render"/>, computing the interpolated position and rotation values
|
|
according to the <see cref="P:Fusion.NetworkBehaviour.InterpolationDataSource"/>, updating the prediction error correction
|
|
and calling <see cref="M:Fusion.NetworkTransform.ApplyInterpolatedTransform(Fusion.NetworkTransform.InterpolatedTransformParameters@)"/> to apply the results to the <see cref="F:Fusion.NetworkTransform.InterpolationTarget"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ApplyInterpolatedTransform(Fusion.NetworkTransform.InterpolatedTransformParameters@)">
|
|
<summary>
|
|
Applies the interpolated position and rotation values and prediction error corrections
|
|
computed on <see cref="M:Fusion.NetworkTransform.Render"/> to the <see cref="F:Fusion.NetworkTransform.InterpolationTarget"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.GetUninterpolatedWorldPositions(Fusion.InterpolationData@,UnityEngine.Vector3@,UnityEngine.Vector3@)">
|
|
<summary>
|
|
Retrieves the world position values from the From and To states made
|
|
available in the interpolation <paramref name="data"/>, setting them
|
|
to <paramref name="posFrom"/> and <paramref name="posTo"/>, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.GetUninterpolatedWorldRotations(Fusion.InterpolationData@,UnityEngine.Quaternion@,UnityEngine.Quaternion@)">
|
|
<summary>
|
|
Retrieves the world rotation values from the From and To states made
|
|
available in the interpolation <paramref name="data"/>, setting them
|
|
to <paramref name="rotFrom"/> and <paramref name="rotTo"/>, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.ComputeInterpolatedTransform(Fusion.InterpolationData@,Fusion.NetworkTransform.InterpolatedTransformParameters@)">
|
|
<summary>
|
|
Computes the interpolated transform parameters based on the interpolation data provided.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolateErrorCorrection">
|
|
<summary>
|
|
If the computed prediction error should be smoothly corrected on
|
|
the <see cref="F:Fusion.NetworkTransform.InterpolationTarget">InterpolationTarget</see> according to
|
|
the <see cref="F:Fusion.NetworkTransform.InterpolatedErrorCorrectionSettings">InterpolatedErrorCorrectionSettings</see>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransform.InterpolatedErrorCorrectionSettings">
|
|
<summary>
|
|
A set of parameters to tune the interpolated correction of prediction
|
|
error to be applied on the <see cref="F:Fusion.NetworkTransform.InterpolationTarget">InterpolationTarget</see>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransform.AfterTick">
|
|
<summary>
|
|
Implements <see cref="T:Fusion.IAfterTick"/>.
|
|
If overriding this method in an inheritor, the base method should be called.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkCharacterController">
|
|
<summary>
|
|
Provides custom API and state replication for collider-based character controller movement (not related to Unity's CharacterController type).
|
|
Replicates both the internal state (Velocity, MaxSpeed, etc) and the Unity Transform data from the <see cref="P:Fusion.NetworkObject.StateAuthority"/> to all other peers.
|
|
Add this component to a GameObject to control movement and sync the position and/or rotation accurately, including client-side prediction.
|
|
<para>Usage - For basic prototyping call the following methods:</para>
|
|
<code>NetworkCharacterController.Move()<br/>
|
|
NetworkCharacterController.Jump()</code>
|
|
<para>For more advanced uses, call only the movement query to get full surface movement data (<see cref="T:Fusion.NetworkCharacterController.Movement"/>),
|
|
and implement bespoke Move/Steering:</para>
|
|
<code>NetworkCharacterController.Jump()</code>
|
|
<para>A <see cref="T:Fusion.NetworkObject"/> is required.
|
|
Not to be combined with either <see cref="T:Fusion.NetworkTransformObsolete"/> nor <see cref="T:Fusion.NetworkRigidbodyObsolete"/>. These are mutually-exclusive options.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkCharacterController.ICallbacks">
|
|
<summary>
|
|
Collision and trigger callback interface that can optionally be passed to the movement query.
|
|
Common uses: bypass a contact, apply a contact force to the target (can also be achieved just by adding a kinematic Rigidbody to the Character Controller.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkCharacterController.ICallbacks.OnCharacterCollision3D(Fusion.NetworkCharacterController.Hit)">
|
|
<summary>
|
|
Called for all contacts with a non-trigger collider that penetrates more than <see cref="F:Fusion.NetworkCharacterController.Configuration.AllowedPenetration"/>.
|
|
<param name="other"><see cref="T:Fusion.NetworkCharacterController.Hit"/> data about the collision</param>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkCharacterController.ICallbacks.OnCharacterTrigger3D(Fusion.NetworkCharacterController.Hit)">
|
|
<summary>
|
|
Called for all contacts with a trigger collider. Not affected by <see cref="F:Fusion.NetworkCharacterController.Configuration.AllowedPenetration"/>.
|
|
<param name="other"><see cref="T:Fusion.NetworkCharacterController.Hit"/> data about the trigger collision</param>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkCharacterController.Hit">
|
|
<summary>
|
|
Hit data passed as parameters to <see cref="T:Fusion.NetworkCharacterController.ICallbacks"/> methods.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Hit.Collider">
|
|
<summary>
|
|
The other game object collider in touch with the Character Controller.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Hit.Normal">
|
|
<summary>
|
|
The normal direction of the collision.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Hit.Penetration">
|
|
<summary>
|
|
The penetration magnitude.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Hit.IsBump">
|
|
<summary>
|
|
True in case this collision is considered a bump (<see cref="F:Fusion.NetworkCharacterController.Configuration.BumpBehavior"/>).
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkCharacterController.BumpBehavior">
|
|
<summary>
|
|
What to do with collisions that are considered a bump.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.BumpBehavior.AlwaysContact">
|
|
<summary>
|
|
Collision always affects this Character Controller, no matter the movement situation.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.BumpBehavior.IgnoreOnStanding">
|
|
<summary>
|
|
Automatically ignore collisions when character is standing.
|
|
(the Other NetworkCharacterController will still be affected and not allowed penetrate)
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.BumpBehavior.IgnoreOnBackside">
|
|
<summary>
|
|
(Not implemented yet!)
|
|
Automatically ignore collisions when collision is from sides or back.
|
|
(the Other NetworkCharacterController will still be affected and not allowed penetrate)
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkCharacterController.MovementType">
|
|
<summary>
|
|
Movement type computed by the movement query based on collisions and surface tangents.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.MovementType.None">
|
|
<summary>
|
|
No desired movement, and standing on a ground.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.MovementType.FreeFall">
|
|
<summary>
|
|
No ground or slope collisions (there may be a collision on the upper part).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.MovementType.SlopeFall">
|
|
<summary>
|
|
No collision qualifies as grounded (angle between up and normal is smaller or equals to max slope).
|
|
At least one collision that qualifies as slope (angle between up and surface normal is larger than max slope).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.MovementType.Horizontal">
|
|
<summary>
|
|
There's a desired movement direction.
|
|
At least one collision qualifies as grounded (angle between up and normal is smaller or equals to max slope).
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkCharacterController.Configuration">
|
|
<summary>
|
|
Configuration data used both by ComputeRawMovement and the prototype-grade Move and ComputeRawSteering methods.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.AllowedPenetration">
|
|
<summary>
|
|
Helps stabilize grounded state when walking over slightly bumpy geometry. Influences collision and trigger callbacks.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.PenetrationCorrection">
|
|
<summary>
|
|
How much penetration to correct each frame (used only by Move and ComputeRawSteering)
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.BumpBehavior">
|
|
<summary>
|
|
<see cref="F:Fusion.NetworkCharacterController.Configuration.BumpBehavior"/> for collisions with this Character Controller.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.LayerMask">
|
|
<summary>
|
|
Only colliders in this layermask will be considered by the movement query.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.TriggerInteraction">
|
|
<summary>
|
|
Whereas to also compute triggers or not.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.AirControl">
|
|
<summary>
|
|
Should player keep control when in FreeFall (used only by Move and ComputeRawSteering).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.Acceleration">
|
|
<summary>
|
|
When moving, velocity is incremented by this factor over time (used only by Move and ComputeRawSteering).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.Braking">
|
|
<summary>
|
|
When stopped moving, velocity is decremented by this factor over time (used only by Move and ComputeRawSteering).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.BaseJumpImpulse">
|
|
<summary>
|
|
Vertical impulse applied when Jump() is called without an overhauling impulse passed (used only by Jump()).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.MaxSpeed">
|
|
<summary>
|
|
Horizontal velocity is clamped by this magnitude (used only by Move and ComputeRawSteering).
|
|
This will only be used to initialize the corresponding MaxSpeed networked property, which can be changed in runtime.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.MaxSlope">
|
|
<summary>
|
|
Horizontal velocity is clamped by this magnitude (used only by Move and ComputeRawSteering).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration.MaxSlopeSpeed">
|
|
<summary>
|
|
Slope-fall velocity is clamped by this magnitude (used only by Move and ComputeRawSteering).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Configuration._gravity">
|
|
<summary>
|
|
Non-networked gravity (used only by Move and ComputeRawSteering).
|
|
In case variable gravity is required, the recommendation is to implement custom Move and RawSteering methods.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkCharacterController.Configuration.Gravity">
|
|
<summary>
|
|
Non-networked gravity (used only by Move and ComputeRawSteering).
|
|
In case variable gravity is required, the recommendation is to implement custom Move and RawSteering methods.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkCharacterController.Movement">
|
|
<summary>
|
|
Result of a movement query.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.Type">
|
|
<summary>
|
|
Recommended type of movement based on found collisions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.NearestNormal">
|
|
<summary>
|
|
Surface normal of the nearest collision.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.AvgNormal">
|
|
<summary>
|
|
Average normal of all collisions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.GroundNormal">
|
|
<summary>
|
|
Surface normal of the closest collision that qualifies as ground, if any.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.Tangent">
|
|
<summary>
|
|
Surface tangent (recommended movement direction) in case there's a desired direction passed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.SlopeTangent">
|
|
<summary>
|
|
Surface tangent (recommended movement direction) in case of a slope (based on gravity).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.Correction">
|
|
<summary>
|
|
Full correction vector to move out of collisions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.Penetration">
|
|
<summary>
|
|
Magnitude of the penetration over the nearest normal.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.Grounded">
|
|
<summary>
|
|
True if at least one collision (not necessarily closest) qualifies as ground.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Movement.Contacts">
|
|
<summary>
|
|
Total number of collisions found in this execution of the movement query.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController._collider">
|
|
<summary>
|
|
The Collider object used for the movement query (to grab surface normals, penetration correction, etc).
|
|
Recommended to be a child of this Character Controller.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkCharacterController.PositionWordOffset">
|
|
<summary>
|
|
Internal use for automatic Area-of-Interest management.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkCharacterController.Grounded">
|
|
<summary>
|
|
Networked current grounded state (used only by Move and COmputeRawSteering)
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkCharacterController.Jumped">
|
|
<summary>
|
|
Networked current jumped state (used only by Move and ComputeRawSteering to avoid clamping a jump speed when on the first subsequent query the collider still touches the ground)
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkCharacterController.MaxSpeed">
|
|
<summary>
|
|
Networked current max speed (used only by Move and ComputeRawSteering to clamp horizontal components of Velocity)
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkCharacterController.Velocity">
|
|
<summary>
|
|
Networked current velocity (used only by Move and ComputeRawSteering to move the Character Controller)
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkCharacterController.Config">
|
|
<summary>
|
|
<see cref="T:Fusion.NetworkCharacterController.Configuration"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkCharacterController.Jump(System.Boolean,System.Nullable{System.Single})">
|
|
<summary>
|
|
Basic implementation of a jump impulse (immediately integrates a vertical component to Velocity).
|
|
<param name="ignoreGrounded">Jump even if not in a grounded state.</param>
|
|
<param name="impulse">Optional, if null Config.BaseImpulse will be used.</param>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkCharacterController.Move(UnityEngine.Vector3,Fusion.NetworkCharacterController.ICallbacks,System.Nullable{UnityEngine.LayerMask})">
|
|
<summary>
|
|
Basic implementation of a full Move.
|
|
Performs a movement query, uses its result to compute new Velocity, then applies penetration corrections + velocity integration into the transform position.
|
|
Does not change Rotation.
|
|
<param name="direction">Intended movement direction, subject to movement query + acceleration.</param>
|
|
<param name="callback">Optional custom callbacks object.</param>
|
|
<param name="layerMask">Optional layermask. If not passed, the default one from Config will be used</param>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkCharacterController.ComputeRawMovement(UnityEngine.Vector3,Fusion.NetworkCharacterController.ICallbacks,System.Nullable{UnityEngine.LayerMask})">
|
|
<summary>
|
|
Static query for surface movement data.
|
|
Does not modify any data on state (neither transform, nor self).
|
|
<param name="direction">Intended movement direction. WIll be used to compute surface tangents.</param>
|
|
<param name="callback">Optional custom callbacks object.</param>
|
|
<param name="layerMask">Optional layermask. If not passed, the default one from Config will be used</param>
|
|
<returns>The <see cref="T:Fusion.NetworkCharacterController.Movement"/> results</returns>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRigidbodyBaseObsolete.SyncDragAndMass">
|
|
<summary>
|
|
Enables syncing of Drag, AngularDrag and Mass values.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRigidbodyObsolete">
|
|
<summary>
|
|
Replicates a Unity Rigidbody state from the <see cref="P:Fusion.NetworkObject.StateAuthority"/> to all other peers.
|
|
Add this component to a GameObject with a Rigidbody component.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbodyObsolete.Rigidbody">
|
|
<summary>
|
|
Reference of the Rigidbody associated with this <see cref="T:Fusion.NetworkRigidbodyObsolete"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyObsolete.ReadBufferAndConvertToWorldSpace(System.Int32)">
|
|
<summary>
|
|
Reads the TRS values from state buffer for this tick, and converts them to world space if using <see cref="F:Fusion.Spaces.Local"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRigidbodyObsolete2D">
|
|
<summary>
|
|
Replicates a Unity Rigidbody state from the <see cref="P:Fusion.NetworkObject.StateAuthority"/> to all other peers.
|
|
Add this component to a GameObject with a Rigidbody component.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRigidbodyObsolete2D.Rigidbody">
|
|
<summary>
|
|
Reference of the Rigidbody associated with this <see cref="T:Fusion.NetworkRigidbodyObsolete"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRigidbodyObsolete2D.ReadBufferAndConvertToWorldSpace(System.Int32)">
|
|
<summary>
|
|
Reads the TRS values from state buffer for this tick, and converts them to world space if using <see cref="F:Fusion.Spaces.Local"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkTransformAnchor">
|
|
<summary>
|
|
Replicates Unity parenting. To network parent changes, the new parent must either be null or have a <see cref="T:Fusion.NetworkTransformAnchor"/> or class derived from that on the GameObject,
|
|
and the GameObject being re-parented also requires a <see cref="T:Fusion.NetworkTransformAnchor"/> based Component.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformAnchor.PARENT_OFFSET">
|
|
<summary>
|
|
The Ptr offset for the memory position of the Parent info. The parenting info is 2 words (8 bytes).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformAnchor.TELE_PAR_OFFSET">
|
|
<summary>
|
|
The Ptr offset for the secondary teleport parent information. This parent is used by the lerp TO target leading up to the teleport.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformAnchor.POSITION_OFFSET">
|
|
<summary>
|
|
Technically, an Anchor does NOT hold position data.
|
|
However, NetworkAreaOfInterestBehaviour used to inherit from this class and this was problematic.
|
|
Now, instead, it inherits from NetworkAreaOfInterestBehaviour, so we need to have a PositionWordOffset
|
|
and leave space for a position field, even though it does not use it.
|
|
It is possible for inheritors of this class (like NetworkTransform) to have a "negative" initial offset
|
|
and overlap with this position field.
|
|
This whole thing was necessary to not break backwards compatibility while the transform-related behaviors are refactored.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkTransformAnchor.PositionWordOffset">
|
|
<summary>
|
|
Gets the Ptr offset of the Position values in allocated memory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformAnchor.ANCHOR_WORD_COUNT">
|
|
<summary>
|
|
The total number of words used by <see cref="T:Fusion.NetworkTransformAnchor"/>. Derived classes using allocated memory should start their Ptr offsets using this value.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformAnchor._interpolationTarget">
|
|
<summary>
|
|
The Transform object used for interpolation.
|
|
Should be a non-physics GameObject. Typically a child of this Rigidbody, or a separate object without colliders.
|
|
The runner/simulation with State Authority will not interpolate if target is null or the same GameObject as the Rigidbody,
|
|
as this will conflict with the PhysX simulation.
|
|
</summary>
|
|
|
|
</member>
|
|
<member name="P:Fusion.NetworkTransformAnchor.IsValidInterpolationTarget">
|
|
<summary>
|
|
Used by the inspector gui to determine if the supplied transform is acceptable. If false will show a warning box.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkTransformAnchor.InterpolationTarget">
|
|
<summary>
|
|
The Transform object used for interpolation.
|
|
Should be a non-physics GameObject. Typically a child of this GameObject without colliders, or a separate GameObject without colliders.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformAnchor.DetachInterpTarget">
|
|
<summary>
|
|
EXPERIMENTAL: To improve interpolation of scaling, the interpolation target is detached from its <see cref="T:Fusion.NetworkObject"/>.
|
|
Only check this if you are syncing scaling.
|
|
When re-parenting, this component's <see cref="P:Fusion.NetworkTransformAnchor.InterpolationTarget"/> will re-parent to the parent's <see cref="P:Fusion.NetworkTransformAnchor.InterpolationTarget"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformAnchor.SyncParent">
|
|
<summary>
|
|
Indicates if Transform.parent will be synced. Parent syncing requires the parent of this object either be null or have a <see cref="T:Fusion.NetworkTransformAnchor"/> component.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformAnchor._transform">
|
|
<summary>
|
|
Cached GameObject.transform reference.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransformAnchor.Copy2EngineAnchorState">
|
|
<summary>
|
|
|
|
</summary>
|
|
<returns>Returns true if the parent has changed.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransformAnchor.GetParentsForInterpolation(Fusion.NetworkTransformAnchor,Fusion.NetworkRunner,System.Boolean,Fusion.InterpolationData@,System.Boolean@,System.Boolean@)">
|
|
<summary>
|
|
If using local space, tries to get the To and From parents.
|
|
If valid parents are found, they are forced to run Render() - as parents should always interpolate before children.
|
|
</summary>
|
|
<param name="fromParentIsValid">If a parent value has been serialized. Invalid means unknown parent.</param>
|
|
<param name="toParentIsValid">If a parent value has been serialized. Invalid means unknown parent.</param>
|
|
<returns>(From Parent, To Parent)</returns>
|
|
</member>
|
|
<member name="T:Fusion.NetworkTransformObsolete">
|
|
<summary>
|
|
Replicates a Unity Transform state from the <see cref="P:Fusion.NetworkObject.StateAuthority"/> to all other peers.
|
|
Add this component to a GameObject to sync the position and/or rotation.
|
|
A <see cref="T:Fusion.NetworkObject"/> is required on this GameObject or a parent of this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.POSITION_OFFSET">
|
|
<summary>
|
|
The Ptr offset location of the position values in allocated memory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.ROTATION_OFFSET">
|
|
<summary>
|
|
The Ptr offset location of the rotation values in allocated memory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.SCALE_OFFSET">
|
|
<summary>
|
|
The Ptr offset location of the local scale values in allocated memory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.TELE_POS_OFFSET">
|
|
<summary>
|
|
The Ptr offset for the secondary teleport position information. This position is used as the lerp TO target leading up to the teleport.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.TELE_ROT_OFFSET">
|
|
<summary>
|
|
The Ptr offset for the secondary teleport rotation information. This rotation is used as the lerp TO target leading up to the teleport.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.TELE_SCL_OFFSET">
|
|
<summary>
|
|
The Ptr offset for the secondary teleport scale information. This scale is used as the lerp TO target leading up to the teleport.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.TELEPORT_OFFSET">
|
|
<summary>
|
|
The Ptr offset of the teleport increment value. Increases by one every tick a teleport occurs.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.BASE_WORD_COUNT">
|
|
<summary>
|
|
The total number of words used by <see cref="T:Fusion.NetworkTransformObsolete"/>. Derived classes using allocated memory should start their Ptr offsets using this value.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkTransformObsolete.PositionWordOffset">
|
|
<summary>
|
|
Gets the Ptr offset of the Position values in allocated memory.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.SyncScale">
|
|
<summary>
|
|
Indicates if Scale should be included in Transform sync and interpolation (when enabled).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.Space">
|
|
<summary>
|
|
Select if the synced state uses World or Local position and rotation values.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkTransformObsolete.TeleportCounter">
|
|
<summary>
|
|
The frame of the next Teleport action.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete.LastInterpolatedAtTime">
|
|
<summary>
|
|
Stores the last UnityEngine.Time.time when interpolation was run for this component. Used to ensure interpolation is only run once per screen refresh.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransformObsolete.WriteReadVector3(UnityEngine.Vector3,Fusion.WriteAccuracy,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Emulates the accuracy loss when writing and reading a Vector3 to/from a buffer, according to the given accuracies.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransformObsolete.WriteReadQuaternion(UnityEngine.Quaternion,Fusion.WriteAccuracy,Fusion.ReadAccuracy)">
|
|
<summary>
|
|
Emulates the accuracy loss when writing and reading a Quaternion to/from a buffer, according to the given accuracies.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkTransformObsolete._queuedTeleport">
|
|
<summary>
|
|
Most recent unconsumed Teleport() command.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransformObsolete.Teleport(System.Nullable{UnityEngine.Vector3},System.Nullable{Fusion.Rotation},System.Nullable{UnityEngine.Vector3},System.Boolean,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})">
|
|
<summary>
|
|
Teleport indicates that objects should not interpolate from the previous state to this new state.
|
|
</summary>
|
|
<param name="position">Sets the position or rigidbody.position to this value prior to state sync.</param>
|
|
<param name="rotation">If not null, Sets the position or rigidbody.rotation to this value prior to state sync. </param>
|
|
<param name="localScale">If not null, Sets the localScale to this value prior to state sync.
|
|
Accepts a Quaternion, Euler (Vector3), or 2d Z value (float)</param>
|
|
<param name="reset">Resets velocity, angular velocity, and controller states to default if applicable.
|
|
Typically set to true if teleport is used for a respawn.</param>
|
|
<param name="velocity">Sets the velocity after teleport. Ignored if this is not a Rigidbody or CharacterController. Overrides reset.</param>
|
|
<param name="angularVelocity">Sets the angular velocity after teleport. Ignored if this is not a Rigidbody. Overrides reset.</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransformObsolete.PreTeleport">
|
|
<summary>
|
|
Captures the current state as the interpolation lerp TO target leading up to a teleport, and flags the next tick as a teleport.
|
|
Call this BEFORE making any TRS changes to the synced transform which represent the teleport.
|
|
For continuously moving rigidbodies, it is preferable to call the explicit Teleport() method.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkTransformObsolete.ApplyQueuedTeleport">
|
|
<summary>
|
|
Applies the latest unconsumed Teleport() call after the Forward simulation is complete, and before the TRS state is captured.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.OrderAttribute">
|
|
<summary>
|
|
Base class for OrderBefore and OrderAfter attributes.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.OrderAfterAttribute">
|
|
<summary>
|
|
<para>Fusion attribute used to indicate relative execution order of <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> derived scripts.
|
|
Any number of scripts can be specified.</para>
|
|
<para>Usage:</para>
|
|
<code>[OrderAfter(typeof(MySimulationBehaviour), typeof(MyNetworkBehaviour), etc)]
|
|
</code>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.OrderAfterAttribute.After">
|
|
<summary>
|
|
The array of scripts the attributed script should run before.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.OrderAfterAttribute.#ctor(System.Type[])">
|
|
<summary>
|
|
Fusion attribute that defines execution order of this script relative to specified other scripts.
|
|
</summary>
|
|
<param name="types">The <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> scripts this attributed script should execute AFTER.</param>
|
|
</member>
|
|
<member name="T:Fusion.OrderBeforeAttribute">
|
|
<summary>
|
|
<para>Fusion attribute used to indicate relative execution order of <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> derived scripts.
|
|
Any number of scripts can be specified.</para>
|
|
<para>Usage:</para>
|
|
<code>[OrderBefore(typeof(MySimulationBehaviour), typeof(MyNetworkBehaviour), etc)]
|
|
</code>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.OrderBeforeAttribute.Before">
|
|
<summary>
|
|
The array of scripts the attributed script should run before.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.OrderBeforeAttribute.#ctor(System.Type[])">
|
|
<summary>
|
|
Fusion attribute that defines execution order of this script relative to specified other scripts.
|
|
</summary>
|
|
<param name="types">The <see cref="T:Fusion.SimulationBehaviour"/> and <see cref="T:Fusion.NetworkBehaviour"/> scripts this attributed script should execute BEFORE.</param>
|
|
</member>
|
|
<member name="T:Fusion.OrderSorter">
|
|
<summary>
|
|
This sorting class is meant to be released and garbage collected after use.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.OrderSorter.Run">
|
|
<summary>
|
|
Returns sorted list of Types.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.OrderSorter.Scanlibrary">
|
|
<summary>
|
|
Locate all SimulationBehaviours, and add them to this system.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.OrderSorter.AlphabetizeTypes">
|
|
<summary>
|
|
Alphabetize the initial list to create determinism in all following steps.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.OrderSorter.RegisterNode(System.Type)">
|
|
<summary>
|
|
Create the node without searching for attributes yet.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.OrderSorter.MergeChains">
|
|
<summary>
|
|
Merge Before and Afters based on the logic: If A is Before B, and B is Before C, then A is Before C... etc
|
|
This allows obvious conflicts to be quickly spotted.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.OrderSorter.ConvertNodesToSortedArray">
|
|
<summary>
|
|
Converts linked OrderNode list to Type[]
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Fusion.IRunnerVisibilityRecognizedType">
|
|
<summary>
|
|
Flags a Unity component class as a RunnerVisibilityNodes recognized type.
|
|
Will be included in <see cref="P:Fusion.NetworkRunner.IsVisible"/> handling, and will be found by <see cref="T:Fusion.RunnerVisibilityNodes"/> component finds.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RunnerVisibilityNodeRoot">
|
|
<summary>
|
|
Flag component which indicates a NetworkObject has already been factored into a Runner's VisibilityNode list.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RunnerVisibilityNode">
|
|
<summary>
|
|
Identifies visible/audible components (such as renderers, canvases, lights) that should be enabled/disabled by <see cref="P:Fusion.NetworkRunner.IsVisible"/>.
|
|
Automatically added to scene objects and spawned objects during play if running in <see cref="F:Fusion.NetworkProjectConfig.PeerModes.Multiple"/>.
|
|
Additionally this component can be added manually at development time to identify specific Behaviours or Renderers you would like to restrict to one enabled copy at a time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNode._recognizedBehaviourNames">
|
|
<summary>
|
|
Types that fusion.runtime isn't aware of, which need to be found using names instead.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RunnerVisibilityNode.PreferredRunners">
|
|
<summary>
|
|
The peer runner that will be used if more than one runner is visible, and this node was manually added by developer (indicating only one instance should be visible at a time).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNode.PreferredRunners.InputAuthority">
|
|
<summary>
|
|
The peer/runner with input authority will be used if visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNode.PreferredRunners.Server">
|
|
<summary>
|
|
The server peer/runner will be used if visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNode.PreferredRunners.Client">
|
|
<summary>
|
|
The first client peer/runner will be used if visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNode.PreferredRunner">
|
|
<summary>
|
|
If more than one runner instance is visible, this indicates which peer's clone of this entity should be visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNode.Component">
|
|
<summary>
|
|
The associated component with this node. This Behaviour or Renderer will be enabled/disabled when its parent <see cref="P:Fusion.NetworkRunner.IsVisible"/> is changed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNode.Guid">
|
|
<summary>
|
|
Guid is used for common objects (user flagged nodes that should only run in one instance), to identify matching clones.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RunnerVisibilityNode.DefaultState">
|
|
<summary>
|
|
Set to false to indicate that this object should remain disabled even when <see cref="P:Fusion.NetworkRunner.IsVisible"/> is set to true.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.RunnerVisibilityNode.SetEnabled(System.Boolean)">
|
|
<summary>
|
|
Sets the visibility state of this node.
|
|
</summary>
|
|
<param name="enabled"></param>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNode.CommonObjectLookup">
|
|
<summary>
|
|
Dictionary lookup for manually added visibility nodes (which indicates only one instance should be visible at a time),
|
|
which returns a list of nodes for a given LocalIdentifierInFile.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.RunnerVisibilityNode.AddVisibilityNodes(UnityEngine.GameObject,Fusion.NetworkRunner)">
|
|
<summary>
|
|
Find all component types that contribute to a scene rendering, and associate them with a <see cref="T:Fusion.RunnerVisibilityNode"/> component,
|
|
and add them to the runner's list of visibility nodes.
|
|
</summary>
|
|
<param name="go"></param>
|
|
<param name="runner"></param>
|
|
</member>
|
|
<member name="M:Fusion.RunnerVisibilityNode.RefreshAllRunnerVisibilities">
|
|
<summary>
|
|
Force a complete visibility refresh on all runners. Typically used if a runner is destroyed/shutdown.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.RunnerVisibilityNode.RefreshRunnerVisibility(Fusion.NetworkRunner,System.Boolean)">
|
|
<summary>
|
|
Reapplies a runner's IsVisibile setting to all of its registered visibility nodes.
|
|
</summary>
|
|
<param name="runner"></param>
|
|
<param name="refreshCommonObjects"></param>
|
|
</member>
|
|
<member name="T:Fusion.RunnerVisibilityNodes">
|
|
<summary>
|
|
Automatically adds a <see cref="T:Fusion.RunnerVisibilityNode"/> for each indicated component.
|
|
These indicated components will be limited to no more than one enabled instance when running in Multi-Peer mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNodes.PreferredRunner">
|
|
<summary>
|
|
If more than one runner instance is visible, this indicates which peer's clone of this entity should be visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNodes.Components">
|
|
<summary>
|
|
Collection of components that will be marked for Multi-Peer mode as objects that should only have one enabled instance.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityNodes._guid">
|
|
<summary>
|
|
Prefix for the GUIDs of <see cref="T:Fusion.RunnerVisibilityNode"/> components which are added at runtime.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.RunnerVisibilityNodes.AddNodes">
|
|
<summary>
|
|
At runtime startup, this adds a <see cref="T:Fusion.RunnerVisibilityNode"/> for each component reference to this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.RunnerVisibilityNodes.FindRecognizedTypes">
|
|
<summary>
|
|
Finds visual/audio components on this GameObject, and adds them to the Components collection.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.RunnerVisibilityNodes.FindNestedRecognizedTypes">
|
|
<summary>
|
|
Finds visual/audio nested components on this GameObject and its children, and adds them to the Components collection.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationBehaviour">
|
|
<summary>
|
|
Base class for a Fusion aware Behaviour (derived from UnityEngine.MonoBehavour).
|
|
Objects derived from this object can be associated with a <see cref="T:Fusion.NetworkRunner"/> and <see cref="T:Fusion.Simulation"/>.
|
|
If a parent <see cref="T:Fusion.NetworkObject"/> is found, this component will also be associated with that network entity.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationBehaviour.Runner">
|
|
<summary>
|
|
The <see cref="T:Fusion.NetworkRunner"/> this component is associated with.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationBehaviour.Object">
|
|
<summary>
|
|
The <see cref="T:Fusion.NetworkObject"/> this component is associated with. May be null if this GameObject does not have a <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.SimulationBehaviour.FixedUpdateNetwork">
|
|
<summary>
|
|
Fusion FixedUpdate timing callback.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.SimulationBehaviour.Render">
|
|
<summary>
|
|
Post simulation frame rendering callback. Runs after all simulations have finished. Use in place of Unity's Update when Fusion is handling Physics.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationBehaviourAttribute">
|
|
<summary>
|
|
Attribute for specifying which <see cref="T:Fusion.SimulationStages"/> and <see cref="T:Fusion.SimulationModes"/> this <see cref="T:Fusion.SimulationBehaviour"/> will execute in.
|
|
Can be used to limit execution to only Host, Server or Client peers, or to only execute on Resimulation or Forward ticks.
|
|
Usage:
|
|
<code>
|
|
[SimulationBehaviour(Stages = SimulationStages.Forward, Modes = SimulationModes.Server | SimulationModes.Host)]
|
|
</code>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationBehaviourAttribute.Stages">
|
|
<summary>
|
|
Flag for which stages of the simulation loop this component will execute this script.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationBehaviourAttribute.Modes">
|
|
<summary>
|
|
Flag for which indicated peers in <see cref="T:Fusion.SimulationModes"/> will execute this script.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationBehaviourUpdater.CallbackInterfacesDefualts">
|
|
<summary>
|
|
The default behaviour interfaces
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NestedComponentUtilities">
|
|
<summary>
|
|
Tools to replace GetComponent variants that respects nested objects.
|
|
These are used to find components of a NetworkedObjects without also finding components that belong to parent or child NetworkedObjects.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.GetParentComponent``1(UnityEngine.Transform)">
|
|
<summary>
|
|
Find T on supplied transform or any parent. Unlike GetComponentInParent, GameObjects do not need to be active to be found.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.GetNestedComponentsInParents``1(UnityEngine.Transform,System.Collections.Generic.List{``0})">
|
|
<summary>
|
|
Returns all T found between the child transform and its root. Order in List from child to parent, with the root/parent most being last.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.GetNestedComponentInParent``2(UnityEngine.Transform)">
|
|
<summary>
|
|
Same as GetComponentInParent, but will always include inactive objects in search.
|
|
Will also stop recursing up the hierarchy when the StopOnT is found.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.GetNestedComponentInParents``2(UnityEngine.Transform)">
|
|
<summary>
|
|
UNTESTED
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.GetNestedComponentsInParents``2(UnityEngine.Transform,System.Collections.Generic.List{``0})">
|
|
<summary>
|
|
Finds components of type T on supplied transform, and every parent above that node, inclusively stopping on node StopT component.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.GetNestedComponentsInChildren``2(UnityEngine.Transform,System.Collections.Generic.List{``0},System.Boolean)">
|
|
<summary>
|
|
Same as GetComponentsInChildren, but will not recurse into children with component of the StopT type.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.GetNestedComponentsInChildren``1(UnityEngine.Transform,System.Collections.Generic.List{``0},System.Boolean,System.Type[])">
|
|
<summary>
|
|
Same as GetComponentsInChildren, but will not recurse into children with any component of the types in the stopOn array.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.GetNestedComponentsInChildren``3(UnityEngine.Transform,System.Boolean,System.Collections.Generic.List{``0})">
|
|
<summary>
|
|
Same as GetComponentsInChildren, but will not recurse into children with component of the StopT type.
|
|
</summary>
|
|
<typeparam name="T">Cast found components to this type. Typically Component, but any other class/interface will work as long as they are assignable from SearchT.</typeparam>
|
|
<typeparam name="SearchT">Find components of this class or interface type.</typeparam>
|
|
<typeparam name="StopT">When this component is found, no further recursing will be performed on that node.</typeparam>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.FindObjectsOfTypeInOrder``1(UnityEngine.SceneManagement.Scene,System.Boolean)">
|
|
<summary>
|
|
Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order.
|
|
This is a slower operation, and does produce garbage collection.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.FindObjectsOfTypeInOrder``1(UnityEngine.SceneManagement.Scene,System.Collections.Generic.List{``0},System.Boolean)">
|
|
<summary>
|
|
Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order.
|
|
This is a slower operation which should not be run every update.
|
|
</summary>
|
|
<typeparam name="T"></typeparam>
|
|
<param name="scene"></param>
|
|
<param name="list">Supplied list that will be populated by this find.</param>
|
|
<param name="includeInactive">Whether results should include inactive components.</param>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.FindObjectsOfTypeInOrder``2(UnityEngine.SceneManagement.Scene,System.Boolean)">
|
|
<summary>
|
|
Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order.
|
|
This is a slow operation, and does produce garbage collection.
|
|
</summary>
|
|
<typeparam name="T">The type being searched for.</typeparam>
|
|
<typeparam name="CastT">Casts all found objects to this type, and returns collection of this type. Objects that fail cast are excluded.</typeparam>
|
|
<param name="scene"></param>
|
|
<param name="includeInactive">Whether results should include inactive components.</param>
|
|
</member>
|
|
<member name="M:Fusion.NestedComponentUtilities.FindObjectsOfTypeInOrder``2(UnityEngine.SceneManagement.Scene,System.Collections.Generic.List{``1},System.Boolean)">
|
|
<summary>
|
|
Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order.
|
|
This is a slower operation and should not be run every update.
|
|
</summary>
|
|
<typeparam name="T"></typeparam>
|
|
<typeparam name="CastT"></typeparam>
|
|
<param name="scene"></param>
|
|
<param name="list">Supplied list that will be filled with found objects.</param>
|
|
<param name="includeInactive">Whether results should include inactive components.</param>
|
|
</member>
|
|
<member name="T:Fusion.INetworkInput">
|
|
<summary>
|
|
Flag interface for custom NetworkInput structs.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkInput">
|
|
<summary>
|
|
Translates <see cref="T:Fusion.INetworkInput"/> structs and represents them in Fusions's unsafe allocated memory.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkInput.Data">
|
|
<summary>
|
|
Returns pointer to the <see cref="T:Fusion.INetworkInput"/> struct data in memory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkInput.TryGet``1(``0@)">
|
|
<summary>
|
|
Tries to export data as the indicated T <see cref="T:Fusion.INetworkInput"/> struct.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkInput.TrySet``1(``0)">
|
|
<summary>
|
|
Tries to import data from a <see cref="T:Fusion.INetworkInput"/> struct.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.BVH._sweepNodes">
|
|
<summary>
|
|
Call this to batch-optimize any object-changes notified through
|
|
ssBVHNode.refit_ObjectChanged(..). For example, in a game-loop,
|
|
call this once per frame.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.BVH.BoundsFromSphere(UnityEngine.Vector3,System.Single)">
|
|
<summary>
|
|
Call this when you wish to update an object. This does not update straight away, but marks it for update when Optimize() is called
|
|
</summary>
|
|
<param name="toUpdate"></param>
|
|
</member>
|
|
<member name="M:Fusion.BVH.#ctor(Fusion.Mapper,System.Collections.Generic.List{Fusion.HitboxRoot},System.Single)">
|
|
<summary>
|
|
initializes a BVH with a given nodeAdaptor, and object list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.BVHNode.TryRotate(Fusion.BVH)">
|
|
<summary>
|
|
tryRotate looks at all candidate rotations, and executes the rotation with the best resulting SAH (if any)
|
|
</summary>
|
|
<param name="bvh"></param>
|
|
</member>
|
|
<member name="T:Fusion.Hitbox">
|
|
<summary>
|
|
Represents a single lag-compensated collider.
|
|
Multiple component instances can be added anywhere in the hierarchy of a <see cref="T:Fusion.NetworkObject"/> which includes a <see cref="T:Fusion.HitboxRoot"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.Hitbox.Type">
|
|
<summary>
|
|
The collision geometry type for this <see cref="T:Fusion.Hitbox"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.Hitbox.SphereRadius">
|
|
<summary>
|
|
When <see cref="F:Fusion.Hitbox.Type"/> is set to <see cref="F:Fusion.HitboxTypes.Sphere"/>, this defines the local-space geometry for narrow-phase checks.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.Hitbox.BoxExtents">
|
|
<summary>
|
|
When <see cref="F:Fusion.Hitbox.Type"/> is set to <see cref="F:Fusion.HitboxTypes.Box"/>, this defines the local-space geometry for narrow-phase checks.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.Hitbox.Offset">
|
|
<summary>
|
|
This <see cref="T:Fusion.Hitbox"/>'s local-space offset from its GameObject position.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.Hitbox.Root">
|
|
<summary>
|
|
Reference to the top-level <see cref="T:Fusion.HitboxRoot"/> component for this <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Hitbox.HitboxIndex">
|
|
<summary>
|
|
The index of this hitbox in the <see cref="F:Fusion.HitboxRoot.Hitboxes"/> array on <see cref="F:Fusion.Hitbox.Root"/>.
|
|
The value is set by the root when initializing the nested hitboxes with <see cref="M:Fusion.HitboxRoot.InitHitboxes"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Hitbox.HitboxMask">
|
|
<summary>
|
|
Mask to access the state of this hitbox on the root.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Hitbox.HitboxActive">
|
|
<summary>
|
|
Get or set the state of this Hitbox.
|
|
If a hitbox or its HitboxRoot are not active, it will not be hit by lag-compensated queries.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Hitbox.Position">
|
|
<summary>
|
|
World-space position (includes Offset) of this <see cref="T:Fusion.Hitbox"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Hitbox.OnDrawGizmos">
|
|
<summary>
|
|
Draws this hitbox gizmo on Unity editor.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.HitOptions">
|
|
<summary>
|
|
Per-query options for lag compensation (both raycast and overlap).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitOptions.None">
|
|
<summary>
|
|
Default, no extra options.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitOptions.IncludePhysX">
|
|
<summary>
|
|
Add this to include checks against PhysX colliders.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitOptions.SubtickAccuracy">
|
|
<summary>
|
|
Subtick accuracy query (exactly like seen by player).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitOptions.DetailedHit">
|
|
<summary>
|
|
Compute surface normal and distance of raycast hit.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.LagCompensationSettings">
|
|
<summary>
|
|
Settings for lag compensation history.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensationSettings.HitboxBufferSize">
|
|
<summary>
|
|
Hitbox snapshot history size in ticks.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensationSettings.ExpansionFactor">
|
|
<summary>
|
|
Broadphase BVH node expansion factor (default 20%) for leaf nodes, so updates are not too frequent.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensationSettings.Optimize">
|
|
<summary>
|
|
Optional: tries to optimize broadphase BVH every update. May be removed in the future.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensationSettings.DebugBroadphase">
|
|
<summary>
|
|
Enable gizmos for current BVH nodes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensationSettings.DebugHistory">
|
|
<summary>
|
|
Enable gizmos for hitbox history.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensationSettings.DebugColor">
|
|
<summary>
|
|
Server editor gizmo color for BVH nodes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensationSettings.ClientDebugColor">
|
|
<summary>
|
|
Client editor gizmo color for BVH nodes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensationSettings.HistoryDebugColor">
|
|
<summary>
|
|
Editor gizmo color for history representations.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.HitboxManager">
|
|
<summary>
|
|
Entry point for lag compensated <see cref="T:Fusion.Hitbox"/> queries, which
|
|
maintains a history buffer, and provides lag compensated raycast and overlap methods.
|
|
Singleton instance is accessible through the property Runner.LagCompensation.
|
|
<para>Usage - Call any of the following methods:</para>
|
|
<code>HitboxManager.Raycast()<br></br>
|
|
HitboxManager.RaycastAll()<br></br>
|
|
HitboxManager.PositionRotation()<br></br>
|
|
HitboxManager.OverlapSphere()</code>
|
|
<para>These methods use the history buffer to perform a <see cref="T:Fusion.Hitbox"/> query against a state consistent with how the indicated <see cref="T:Fusion.PlayerRef"/> perceived them locally.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxManager.BVHDepth">
|
|
<summary>
|
|
Debug data from Broadphase BVH (tree depth).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxManager.BVHNodes">
|
|
<summary>
|
|
Debug data from Broadphase BVH (total nodes count).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxManager.TotalHitboxes">
|
|
<summary>
|
|
Debug data from lag compensation history (registered <see cref="T:Fusion.Hitbox"/> count).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,Fusion.PlayerRef,Fusion.LagCompensatedHit@,System.Int32,Fusion.HitOptions,UnityEngine.QueryTriggerInteraction)">
|
|
<summary>
|
|
Performs a lag-compensated raycast query against all registered hitboxes.
|
|
If the <see cref="F:Fusion.HitOptions.IncludePhysX"/> flag is indicated, query will also include PhysX colliders,
|
|
PhysX colliders are recommended for static geometry, rather than Hitboxes.
|
|
</summary>
|
|
<param name="origin">Raycast origin, in world-space</param>
|
|
<param name="direction">Raycast direction, in world-space</param>
|
|
<param name="length">Raycast length</param>
|
|
<param name="player">Player who "owns" this raycast. Used by the server to find the exact hitbox snapshots to check against.</param>
|
|
<param name="hit">Raycast results will be filled in here.</param>
|
|
<param name="layerMask">Only objects with matching layers will be checked against.</param>
|
|
<param name="options">Opt-in flags to compute with sub-tick accuracy (<see cref="F:Fusion.HitOptions.SubtickAccuracy"/>) and/or to include PhysX (<see cref="F:Fusion.HitOptions.IncludePhysX"/>).</param>
|
|
<param name="queryTriggerInteraction">Trigger interaction behavior when also querying PhysX.</param>
|
|
<returns>true is something is hit</returns>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,System.Nullable{System.Int32},System.Nullable{System.Single},Fusion.LagCompensatedHit@,System.Int32,Fusion.HitOptions,UnityEngine.QueryTriggerInteraction)">
|
|
<summary>
|
|
Performs a lag-compensated raycast query against all registered hitboxes.
|
|
If the <see cref="F:Fusion.HitOptions.IncludePhysX"/> flag is indicated, query will also include PhysX colliders,
|
|
PhysX colliders are recommended for static geometry, rather than Hitboxes.
|
|
</summary>
|
|
<param name="origin">Raycast origin, in world-space</param>
|
|
<param name="direction">Raycast direction, in world-space</param>
|
|
<param name="length">Raycast length</param>
|
|
<param name="tick">Simulation tick number to use as the time reference for the lag compensation (use this for server AI, and similar).</param>
|
|
<param name="tickTo">
|
|
Simulation tick number to use as the time reference for the lag compensation.
|
|
If provided, must be combined with the <paramref name="alpha"/> parameter for interpolation between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <see cref="F:Fusion.HitOptions.SubtickAccuracy"/> is included on <paramref name="options"/>, this query will be resolved against hitbox colliders interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded value of <paramref name="alpha"/>.
|
|
</param>
|
|
<param name="alpha">
|
|
Interpolation value when querying between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <see cref="F:Fusion.HitOptions.SubtickAccuracy"/> is included on <paramref name="options"/>, this query will be resolved against hitbox colliders interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded alpha value.
|
|
</param>
|
|
<param name="hit">Raycast results will be filled in here.</param>
|
|
<param name="layerMask">Only objects with matching layers will be checked against.</param>
|
|
<param name="options">Opt-in flags to compute with sub-tick accuracy (<see cref="F:Fusion.HitOptions.SubtickAccuracy"/>) and/or to include PhysX (<see cref="F:Fusion.HitOptions.IncludePhysX"/>).</param>
|
|
<param name="queryTriggerInteraction">Trigger interaction behavior when also querying PhysX.</param>
|
|
<returns>true is something is hit</returns>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,Fusion.PlayerRef,System.Collections.Generic.List{Fusion.LagCompensatedHit},System.Int32,System.Boolean,Fusion.HitOptions,UnityEngine.QueryTriggerInteraction)">
|
|
<summary>
|
|
Performs a lag-compensated raycast query against all registered hitboxes.
|
|
If the <see cref="F:Fusion.HitOptions.IncludePhysX"/> flag is indicated, query will also include PhysX colliders,
|
|
PhysX colliders are recommended for static geometry, rather than Hitboxes.
|
|
Important: results are NOT sorted by distance.
|
|
</summary>
|
|
<param name="origin">Raycast origin, in world-space</param>
|
|
<param name="direction">Raycast direction, in world-space</param>
|
|
<param name="length">Raycast length</param>
|
|
<param name="player">Player who "owns" this raycast. Used by the server to find the exact hitbox snapshots to check against.</param>
|
|
<param name="hits">List to be filled with hits (both hitboxes and/or PhysX colliders, if included).</param>
|
|
<param name="layerMask">Only objects with matching layers will be checked against.</param>
|
|
<param name="options">Opt-in flags to compute with sub-tick accuracy (<see cref="F:Fusion.HitOptions.SubtickAccuracy"/>) and/or to include PhysX (<see cref="F:Fusion.HitOptions.IncludePhysX"/>).</param>
|
|
<param name="clearHits">Clear list of hits before filling with new ones (defaults to true).</param>
|
|
<param name="queryTriggerInteraction">Trigger interaction behavior when also querying PhysX.</param>
|
|
<returns>total number of hits</returns>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32,System.Nullable{System.Int32},System.Nullable{System.Single},System.Collections.Generic.List{Fusion.LagCompensatedHit},System.Int32,System.Boolean,Fusion.HitOptions,UnityEngine.QueryTriggerInteraction)">
|
|
<summary>
|
|
Performs a lag-compensated raycast query against all registered hitboxes.
|
|
If the <see cref="F:Fusion.HitOptions.IncludePhysX"/> flag is indicated, query will also include PhysX colliders,
|
|
PhysX colliders are recommended for static geometry, rather than Hitboxes.
|
|
Important: results are NOT sorted by distance.
|
|
</summary>
|
|
<param name="origin">Raycast origin, in world-space</param>
|
|
<param name="direction">Raycast direction, in world-space</param>
|
|
<param name="length">Raycast length</param>
|
|
<param name="tick">Simulation tick number to use as the time reference for the lag compensation (use this for server AI, and similar).</param>
|
|
<param name="tickTo">
|
|
Simulation tick number to use as the time reference for the lag compensation.
|
|
If provided, must be combined with the <paramref name="alpha"/> parameter for interpolation between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <see cref="F:Fusion.HitOptions.SubtickAccuracy"/> is included on <paramref name="options"/>, this query will be resolved against hitbox colliders interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded value of <paramref name="alpha"/>.
|
|
</param>
|
|
<param name="alpha">
|
|
Interpolation value when querying between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <see cref="F:Fusion.HitOptions.SubtickAccuracy"/> is included on <paramref name="options"/>, this query will be resolved against hitbox colliders interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded alpha value.
|
|
</param>
|
|
<param name="hits">List to be filled with hits (both hitboxes and/or PhysX colliders, if included).</param>
|
|
<param name="layerMask">Only objects with matching layers will be checked against.</param>
|
|
<param name="options">Opt-in flags to compute with sub-tick accuracy (<see cref="F:Fusion.HitOptions.SubtickAccuracy"/>) and/or to include PhysX (<see cref="F:Fusion.HitOptions.IncludePhysX"/>).</param>
|
|
<param name="clearHits">Clear list of hits before filling with new ones (defaults to true).</param>
|
|
<param name="queryTriggerInteraction">Trigger interaction behavior when also querying PhysX.</param>
|
|
<returns>total number of hits</returns>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.OverlapSphere(UnityEngine.Vector3,System.Single,Fusion.PlayerRef,System.Collections.Generic.List{Fusion.LagCompensatedHit},System.Int32,Fusion.HitOptions,System.Boolean,UnityEngine.QueryTriggerInteraction)">
|
|
<summary>
|
|
Performs a lag-compensated overlap sphere query against all registered hitboxes.
|
|
If the <see cref="F:Fusion.HitOptions.IncludePhysX"/> flag is indicated, query will also include PhysX colliders,
|
|
PhysX colliders are recommended for static geometry, rather than Hitboxes.
|
|
</summary>
|
|
<param name="origin">Sphere center, in world-space</param>
|
|
<param name="radius">Sphere radius</param>
|
|
<param name="player">Player who "owns" this overlap. Used by the server to find the exact hitbox snapshots to check against.</param>
|
|
<param name="hits">List to be filled with hits (both hitboxes and/or PhysX colliders, if included).</param>
|
|
<param name="layerMask">Only objects with matching layers will be checked against.</param>
|
|
<param name="options">Opt-in flags to compute with sub-tick accuracy (<see cref="F:Fusion.HitOptions.SubtickAccuracy"/>) and/or to include PhysX (<see cref="F:Fusion.HitOptions.IncludePhysX"/>).</param>
|
|
<param name="clearHits">Clear list of hits before filling with new ones (defaults to true).</param>
|
|
<param name="queryTriggerInteraction">Trigger interaction behavior when also querying PhysX.</param>
|
|
<returns>total number of hits</returns>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.OverlapSphere(UnityEngine.Vector3,System.Single,System.Int32,System.Nullable{System.Int32},System.Nullable{System.Single},System.Collections.Generic.List{Fusion.LagCompensatedHit},System.Int32,Fusion.HitOptions,System.Boolean,UnityEngine.QueryTriggerInteraction)">
|
|
<summary>
|
|
Performs a lag-compensated overlap sphere query against all registered hitboxes.
|
|
If the <see cref="F:Fusion.HitOptions.IncludePhysX"/> flag is indicated, query will also include PhysX colliders,
|
|
PhysX colliders are recommended for static geometry, rather than Hitboxes.
|
|
</summary>
|
|
<param name="origin">Sphere center, in world-space</param>
|
|
<param name="radius">Sphere radius</param>
|
|
<param name="tick">The tick to be queried</param>
|
|
<param name="tickTo">
|
|
Simulation tick number to use as the time reference for the lag compensation.
|
|
If provided, must be combined with the <paramref name="alpha"/> parameter for interpolation between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <see cref="F:Fusion.HitOptions.SubtickAccuracy"/> is included on <paramref name="options"/>, this query will be resolved against hitbox colliders interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded value of <paramref name="alpha"/>.
|
|
</param>
|
|
<param name="alpha">
|
|
Interpolation value when querying between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <see cref="F:Fusion.HitOptions.SubtickAccuracy"/> is included on <paramref name="options"/>, this query will be resolved against hitbox colliders interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded alpha value.
|
|
</param>
|
|
<param name="hits">List to be filled with hits (both hitboxes and/or PhysX colliders, if included).</param>
|
|
<param name="layerMask">Only objects with matching layers will be checked against.</param>
|
|
<param name="options">Opt-in flags to compute with sub-tick accuracy (<see cref="F:Fusion.HitOptions.SubtickAccuracy"/>) and/or to include PhysX (<see cref="F:Fusion.HitOptions.IncludePhysX"/>).</param>
|
|
<param name="clearHits">Clear list of hits before filling with new ones (defaults to true).</param>
|
|
<param name="queryTriggerInteraction">Trigger interaction behavior when also querying PhysX.</param>
|
|
<returns>total number of hits</returns>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.OverlapBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,Fusion.PlayerRef,System.Collections.Generic.List{Fusion.LagCompensatedHit},System.Int32,Fusion.HitOptions,System.Boolean,UnityEngine.QueryTriggerInteraction)">
|
|
<summary>
|
|
Performs a lag-compensated box overlap query against all registered hitboxes.
|
|
If the <see cref="F:Fusion.HitOptions.IncludePhysX"/> flag is indicated, query will also include PhysX colliders,
|
|
PhysX colliders are recommended for static geometry, rather than Hitboxes.
|
|
</summary>
|
|
<param name="center">Center of the box in world space.</param>
|
|
<param name="extents">Half of the size of the box in each dimension.</param>
|
|
<param name="orientation">Rotation of the box.</param>
|
|
<param name="player">Player who "owns" this overlap. Used by the server to find the exact hitbox snapshots to check against.</param>
|
|
<param name="hits">List to be filled with hits (both hitboxes and/or PhysX colliders, if included).</param>
|
|
<param name="layerMask">Only objects with matching layers will be checked against.</param>
|
|
<param name="options">Opt-in flags to compute with sub-tick accuracy (<see cref="F:Fusion.HitOptions.SubtickAccuracy"/>) and/or to include PhysX (<see cref="F:Fusion.HitOptions.IncludePhysX"/>).</param>
|
|
<param name="clearHits">Clear list of hits before filling with new ones (defaults to true).</param>
|
|
<param name="queryTriggerInteraction">Trigger interaction behavior when also querying PhysX.</param>
|
|
<returns>The total number of hits found.</returns>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.OverlapBox(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32,System.Nullable{System.Int32},System.Nullable{System.Single},System.Collections.Generic.List{Fusion.LagCompensatedHit},System.Int32,Fusion.HitOptions,System.Boolean,UnityEngine.QueryTriggerInteraction)">
|
|
<summary>
|
|
Performs a lag-compensated box overlap query against all registered hitboxes.
|
|
If the <see cref="F:Fusion.HitOptions.IncludePhysX"/> flag is indicated, query will also include PhysX colliders,
|
|
PhysX colliders are recommended for static geometry, rather than Hitboxes.
|
|
</summary>
|
|
<param name="center">Center of the box in world space.</param>
|
|
<param name="extents">Half of the size of the box in each dimension.</param>
|
|
<param name="orientation">Rotation of the box.</param>
|
|
<param name="tick">The exact tick to be queried</param>
|
|
<param name="tickTo">
|
|
Simulation tick number to use as the time reference for the lag compensation.
|
|
If provided, must be combined with the <paramref name="alpha"/> parameter for interpolation between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <see cref="F:Fusion.HitOptions.SubtickAccuracy"/> is included on <paramref name="options"/>, this query will be resolved against hitbox colliders interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded value of <paramref name="alpha"/>.
|
|
</param>
|
|
<param name="alpha">
|
|
Interpolation value when querying between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <see cref="F:Fusion.HitOptions.SubtickAccuracy"/> is included on <paramref name="options"/>, this query will be resolved against hitbox colliders interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded alpha value.
|
|
</param>
|
|
<param name="hits">List to be filled with hits (both hitboxes and/or PhysX colliders, if included).</param>
|
|
<param name="layerMask">Only objects with matching layers will be checked against.</param>
|
|
<param name="options">Opt-in flags to compute with sub-tick accuracy (<see cref="F:Fusion.HitOptions.SubtickAccuracy"/>) and/or to include PhysX (<see cref="F:Fusion.HitOptions.IncludePhysX"/>).</param>
|
|
<param name="clearHits">Clear list of hits before filling with new ones (defaults to true).</param>
|
|
<param name="queryTriggerInteraction">Trigger interaction behavior when also querying PhysX.</param>
|
|
<returns>The total number of hits found.</returns>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.PositionRotation(Fusion.Hitbox,System.Int32,UnityEngine.Vector3@,UnityEngine.Quaternion@,System.Boolean,System.Nullable{System.Int32},System.Nullable{System.Single})">
|
|
<summary>
|
|
Performs a lag-compensated query for a specific Hitbox position and rotation.
|
|
</summary>
|
|
<param name="hitbox">The target hitbox to be queried in the past</param>
|
|
<param name="tick">The tick to be queried</param>
|
|
<param name="tickTo">
|
|
Simulation tick number to use as the time reference for the lag compensation.
|
|
If provided, must be combined with the <paramref name="alpha"/> parameter for interpolation between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <paramref name="subtickAccuracy"/> is requested, the query will return the hitbox state interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded value of <paramref name="alpha"/>.
|
|
</param>
|
|
<param name="alpha">
|
|
Interpolation value when querying between <paramref name="tick"/> and <paramref name="tickTo"/>.
|
|
If <paramref name="subtickAccuracy"/> is requested, the query will return the hitbox state interpolated between the specified ticks.
|
|
Otherwise, only one of the two ticks will be considered, according to the rounded alpha value.
|
|
</param>
|
|
<param name="position">Will be filled with the hitbox position at the time of the tick</param>
|
|
<param name="rotation">Will be filled with the hitbox rotation at the time of the tick</param>
|
|
<param name="subtickAccuracy">If the query should interpolate between ticks to reflect exactly what was seen on the client.</param>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.PositionRotation(Fusion.Hitbox,Fusion.PlayerRef,UnityEngine.Vector3@,UnityEngine.Quaternion@,System.Boolean)">
|
|
<summary>
|
|
Performs a lag-compensated query for a specific Hitbox position and rotation.
|
|
</summary>
|
|
<param name="hitbox">The target hitbox to be queried in the past</param>
|
|
<param name="player">Player who "owns" this overlap. Used by the server to find the exact hitbox snapshots to check against.</param>
|
|
<param name="position">Will be filled with the hitbox position at the time of the tick</param>
|
|
<param name="rotation">Will be filled with the hitbox rotation at the time of the tick</param>
|
|
<param name="subtickAccuracy">If the query should interpolate between ticks to reflect exactly what was seen on the client.</param>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.FixedUpdateNetwork">
|
|
<summary>
|
|
Internal use. Inserts (new ones) and updates all registered hitboxes into lag compensation history.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.HitboxManager.OnDrawGizmos">
|
|
<summary>
|
|
Unity Gizmos.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.HitboxRoot">
|
|
<summary>
|
|
Root <see cref="T:Fusion.Hitbox"/> group container. Manages registering/unregistering hitboxes with the group, and defines the broadphase geometry for the group.
|
|
<para><b><i>Broadphase</i></b> is the initial rough query used by raycasts/overlaps/etc to find potential hit candidates,
|
|
which are then used in the final <b><i>narrowphase</i></b> query.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.HitboxRoot.HitboxRootActive">
|
|
<summary>
|
|
Get or set the state of this HitboxRoot.
|
|
For a hitbox to be hit by lag-compensated queries, both it and its HitboxRoot must be active.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxRoot.MAX_HITBOXES">
|
|
<summary>
|
|
The max number of hitboxes allowed under the same root.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxRoot.BroadRadius">
|
|
<summary>
|
|
The radius of the broadphase bounding sphere for this <see cref="T:Fusion.Hitbox"/> group.
|
|
Used by <see cref="T:Fusion.HitboxManager"/> to insert/update lag compensated NetworkObjects into its BVH (bounding volume hierarchy) data structure.
|
|
Be sure this radius encompasses all children <see cref="T:Fusion.Hitbox"/> components (including their full ranges of animation motion).
|
|
We plan to offer an option to dynamically compute the bounding volume, but the performance trade of will still favor a hand-crafted radius.
|
|
<para><b><i>Broadphase</i></b> is the initial rough query used by raycasts/overlaps/etc to find potential hit candidates,
|
|
which are then used in the final <b><i>narrowphase</i></b> query.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxRoot.Offset">
|
|
<summary>
|
|
Local-space offset of the broadphase bounding sphere from its transform position.
|
|
<para>Adjust the <see cref="F:Fusion.HitboxRoot.BroadRadius"/> and <see cref="F:Fusion.HitboxRoot.Offset"/> until the sphere gizmo (shown in the Unity Scene window)
|
|
encompasses all children <see cref="T:Fusion.Hitbox"/> components (including their full ranges of animation motion).</para>
|
|
<para><b><i>Broadphase</i></b> is the initial rough query used by raycasts/overlaps/etc to find potential hit candidates,
|
|
which are then used in the final <b><i>narrowphase</i></b> query.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxRoot.Hitboxes">
|
|
<summary>
|
|
All Hitbox instances in hierarchy. Auto-filled at Spawned.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.HitboxRoot.Manager">
|
|
<summary>
|
|
Reference to associated hitbox manager (from which lag compensated queries can be performed).
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.HitboxRoot.InitHitboxes">
|
|
<summary>
|
|
Finds child <see cref="T:Fusion.Hitbox"/> components, and adds them to the <see cref="F:Fusion.HitboxRoot.Hitboxes"/> collection.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.HitboxRoot.SetMinBoundingRadius">
|
|
<summary>
|
|
Sets <see cref="F:Fusion.HitboxRoot.BroadRadius"/> to a rough value which encompasses all <see cref="F:Fusion.HitboxRoot.Hitboxes"/> in their current positions.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.HitboxRoot.SetHitboxActive(Fusion.Hitbox,System.Boolean)">
|
|
<summary>
|
|
Sets the state of a Hitbox instance under this root.
|
|
Both the hitbox and its root must be active in order for it to be hit by lag-compensated queries.
|
|
</summary>
|
|
<param name="hitbox">A hitbox instance under the hierarchy of this root.</param>
|
|
<param name="setActive">If the hitbox should be activated or deactivated.</param>
|
|
<exception cref="T:System.ArgumentOutOfRangeException">If the <see cref="P:Fusion.Hitbox.HitboxIndex"/> of the <paramref name="hitbox"/> is outside the valid range.</exception>
|
|
<exception cref="T:Fusion.AssertException">In Debug configuration, if the <paramref name="hitbox"/> is not part of this root.</exception>
|
|
</member>
|
|
<member name="M:Fusion.HitboxRoot.IsHitboxActive(Fusion.Hitbox)">
|
|
<summary>
|
|
Checks the state of a Hitbox instance under this root.
|
|
Both the hitbox and its root must be active in order for it to be hit by lag-compensated queries.
|
|
</summary>
|
|
<param name="hitbox">A hitbox instance under the hierarchy of this root.</param>
|
|
<returns>True if the <paramref name="hitbox"/> is part of this root and is active.</returns>
|
|
<exception cref="T:System.ArgumentOutOfRangeException">If the <see cref="P:Fusion.Hitbox.HitboxIndex"/> of the <paramref name="hitbox"/> is outside the valid range.</exception>
|
|
<exception cref="T:Fusion.AssertException">In Debug configuration, if the <paramref name="hitbox"/> is not part of this root.</exception>
|
|
</member>
|
|
<member name="T:Fusion.HitType">
|
|
<summary>
|
|
Queries can hit either fusion's custom <see cref="F:Fusion.HitType.Hitbox"/> or Unity's standard Physx colliders.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitType.None">
|
|
<summary>
|
|
Used when a raycast does not hit anything. Not used on overlaps.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitType.Hitbox">
|
|
<summary>
|
|
<see cref="T:Fusion.LagCompensatedHit"/> is a Fusion <see cref="F:Fusion.HitType.Hitbox"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitType.PhysX">
|
|
<summary>
|
|
<see cref="T:Fusion.LagCompensatedHit"/> is a Unity PhysX Collider.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.HitboxTypes">
|
|
<summary>
|
|
Defines the collision geometry type of a <see cref="T:Fusion.Hitbox"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxTypes.None">
|
|
<summary>
|
|
[Future Use] to represent a disabled <see cref="T:Fusion.Hitbox"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxTypes.Box">
|
|
<summary>
|
|
Geometry is a box, fill in Extents and (optional) Offset.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HitboxTypes.Sphere">
|
|
<summary>
|
|
Geometry is a sphere, fill in Radius and (optional) Offset.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.LagCompensatedHit">
|
|
<summary>
|
|
Defines a lag compensated query hit result.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensatedHit.Type">
|
|
<summary>
|
|
Hit object source (PhysX or Fusion Hitboxes).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensatedHit.GameObject">
|
|
<summary>
|
|
The Unity Game Object that was hit. Its data is not lag compensated.
|
|
This is either the <see cref="F:Fusion.LagCompensatedHit.Hitbox"/>'s or the <see cref="F:Fusion.LagCompensatedHit.Collider"/>'s gameObject,
|
|
depending on the object hit being a lag-compensated Hitbox or a regular Unity collider, respectively.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensatedHit.Normal">
|
|
<summary>
|
|
Surface normal (if requested) of the hit, at the lag compensated time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensatedHit.Point">
|
|
<summary>
|
|
Point of impact of the hit, at the lag compensated time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensatedHit.Distance">
|
|
<summary>
|
|
Distance (if requested) to hit, at the lag compensated time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensatedHit.Hitbox">
|
|
<summary>
|
|
Fusion's <see cref="F:Fusion.LagCompensatedHit.Hitbox"/>. Null in case the hit was on PhysX.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.LagCompensatedHit.Collider">
|
|
<summary>
|
|
PhysX collider hit. Null in case hit is a Fusion <see cref="F:Fusion.LagCompensatedHit.Hitbox"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.HitboxBuffer">
|
|
<summary>
|
|
HitboxBuffer will store all snapshots of the colliders into a circular buffer
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.HitboxBuffer.HitboxSnapshot">
|
|
<summary>
|
|
HitboxContainer represents 1 snapshot of all containers in a given Tick
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Angle">
|
|
<summary>
|
|
A Networked fusion type for degrees. This can be used with the <see cref="T:Fusion.NetworkedAttribute"/>, in RPCs, or in <see cref="T:Fusion.NetworkInput"/> structs.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Angle.Clamp(Fusion.Angle,Fusion.Angle)">
|
|
<summary>
|
|
Clamps the current value to the supplied min-max range.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Angle.Min(Fusion.Angle,Fusion.Angle)">
|
|
<summary>
|
|
Returns the smaller of two supplied angles.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Angle.Max(Fusion.Angle,Fusion.Angle)">
|
|
<summary>
|
|
Returns the larger of two supplied angles.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Angle.Lerp(Fusion.Angle,Fusion.Angle,System.Single)">
|
|
<summary>
|
|
Lerps between two angle values.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Angle.Clamp(Fusion.Angle,Fusion.Angle,Fusion.Angle)">
|
|
<summary>
|
|
Returns a the value, clamped to the min-max range.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Behaviour">
|
|
<summary>
|
|
Alternative base class to Unity's MonoBehaviour.
|
|
This allows for components that work both in Unity, as well as the Photon relays.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Behaviour.AddBehaviour``1">
|
|
<summary>
|
|
Wrapper for Unity's GameObject.AddComponent()
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Behaviour.TryGetBehaviour``1(``0@)">
|
|
<summary>
|
|
Wrapper for Unity's GameObject.TryGetComponent()
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Behaviour.GetBehaviour``1">
|
|
<summary>
|
|
Wrapper for Unity's GameObject.GetComponentInChildren()
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Behaviour.DestroyBehaviour(Fusion.Behaviour)">
|
|
<summary>
|
|
Wrapper for Unity's GameObject.Destroy()
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.ChangedDelegate`1">
|
|
<summary>
|
|
Delegate definition for changed callbacks.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Changed`1">
|
|
<summary>
|
|
Wrapping struct around changed behaviours which allows you to load old and new values.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Changed`1.Behaviour">
|
|
<summary>
|
|
The wrapped changed behaviour instance. The behaviour will have the new networked values.
|
|
Previous values can be obtained by calling changed.Behaviour.LoadOld(), then accessing the networked properties of changed.behaviour.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Changed`1.Rescan">
|
|
<summary>
|
|
Tells the OnChanged callback system that this object needs to be re-scanned for changes after the current change scan is completed.
|
|
Call this is you are changing data inside an OnChange callback and can't wait for the next tick to execute until the callback is triggered.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Changed`1.LoadOld">
|
|
<summary>
|
|
Sets the changed behaviour to represent the previous state before the triggering change occurred.
|
|
To get previous values, call this before getting networked properties of <see cref="P:Fusion.Changed`1.Behaviour"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Changed`1.LoadNew">
|
|
<summary>
|
|
Sets the <see cref="P:Fusion.Changed`1.Behaviour"/> to represent the changed state after the triggering change occurred.
|
|
This is the already default state of the behaviour when an OnChanged callback occurs,
|
|
and only needs to be called to undo a previous <see cref="M:Fusion.Changed`1.LoadNew"/> call in your callback handler.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.EditorHeaderIcon">
|
|
<summary>
|
|
Icon to be rendered on the component graphic header in the Unity inspector.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.EditorHeaderBackColor">
|
|
<summary>
|
|
Color of the component graphic header in the Unity inspector. None indicates no header graphic should be used.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.HashCodeUtilities.GetHashDeterministic(System.String)">
|
|
<summary>
|
|
This may only be deterministic on 64 bit systems.
|
|
</summary>
|
|
<param name="str"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Fusion.InterpolatedErrorCorrectionSettings">
|
|
<summary>
|
|
A set of parameters that tune the interpolated correction of prediction error on transform data.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">
|
|
<summary>
|
|
<para>
|
|
A factor with dimension of 1/s (Hz) that works as a lower limit for how much
|
|
of the accumulated prediction error is corrected every frame.
|
|
This factor affects both the position and the rotation correction.
|
|
Suggested values are greater than zero and smaller than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>.
|
|
</para>
|
|
<para>
|
|
E.g.: MinRate = 3, rendering delta time = (1/60)s: at least 5% (3 * 1/60) of the accumulated error
|
|
will be corrected on this rendered frame.
|
|
</para>
|
|
<para>
|
|
This threshold might not be respected if the resultant correction magnitude is
|
|
below the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosMinCorrection">PosMinCorrection</see>
|
|
or above the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosTeleportDistance">PosTeleportDistance</see>, for the position error,
|
|
or above the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotTeleportRadians">RotTeleportRadians</see>, for the rotation error.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">
|
|
<summary>
|
|
<para>
|
|
A factor with dimension of 1/s (Hz) that works as a upper limit for how much
|
|
of the accumulated prediction error is corrected every frame.
|
|
This factor affects both the position and the rotation correction.
|
|
Suggested values are greater than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>
|
|
and smaller than half of a target rendering rate.
|
|
</para>
|
|
<para>
|
|
E.g.: MaxRate = 15, rendering delta time = (1/60)s: at maximum 25% (15 * 1/60) of the accumulated error
|
|
will be corrected on this rendered frame.
|
|
</para>
|
|
<para>
|
|
This threshold might not be respected if the resultant correction magnitude is
|
|
below the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosMinCorrection">PosMinCorrection</see> or
|
|
above the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosTeleportDistance">PosTeleportDistance</see>, for the position error,
|
|
or above the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotTeleportRadians">RotTeleportRadians</see>, for the rotation error.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendStart">
|
|
<summary>
|
|
<para>
|
|
The reference for the magnitude of the accumulated position error, in meters,
|
|
at which the position error will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>.
|
|
Suggested values are greater than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosMinCorrection">PosMinCorrection</see>
|
|
and smaller than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendEnd">PosBlendEnd</see>.
|
|
</para>
|
|
<para>
|
|
In other words, if the magnitude of the accumulated error is equal to or smaller than this threshold,
|
|
it will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>.
|
|
If, instead, the magnitude is between this threshold and <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendEnd">PosBlendEnd</see>,
|
|
the error is corrected at a rate between <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>
|
|
and <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>, proportionally.
|
|
If it is equal to or greater than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendEnd">PosBlendEnd</see>,
|
|
it will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>.
|
|
</para>
|
|
<para>
|
|
Note: as the factor is expressed in distance units (meters), it might need to be scaled
|
|
proportionally to the overall scale of objects in the scene and speeds at which they move,
|
|
which are factors that affect the expected magnitude of prediction errors.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendEnd">
|
|
<summary>
|
|
<para>
|
|
The reference for the magnitude of the accumulated position error, in meters,
|
|
at which the position error will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>.
|
|
Suggested values are greater than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendStart">PosBlendStart</see>
|
|
and smaller than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosTeleportDistance">PosTeleportDistance</see>.
|
|
</para>
|
|
<para>
|
|
In other words, if the magnitude of the accumulated error is equal to or greater than this threshold,
|
|
it will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>.
|
|
If, instead, the magnitude is between <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendStart">PosBlendStart</see> and this threshold,
|
|
the error is corrected at a rate between <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>
|
|
and <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>, proportionally.
|
|
If it is equal to or smaller than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendStart">PosBlendStart</see>,
|
|
it will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>.
|
|
</para>
|
|
<para>
|
|
Note: as the factor is expressed in distance units (meters), it might need to be scaled
|
|
proportionally to the overall scale of objects in the scene and speeds at which they move,
|
|
which are factors that affect the expected magnitude of prediction errors.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.PosMinCorrection">
|
|
<summary>
|
|
<para>
|
|
The value, in meters, that represents the minimum magnitude of the accumulated position error
|
|
that will be corrected in a single frame, until it is fully corrected.
|
|
</para>
|
|
<para>
|
|
This setting has priority over the resultant correction rate, i.e. the restriction
|
|
will be respected even if it makes the effective correction rate be different than
|
|
the one computed according to the min/max rates and start/end blend values.
|
|
Suggested values are greater than zero and smaller than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendStart">PosBlendStart</see>.
|
|
</para>
|
|
<para>
|
|
Note: as the factor is expressed in distance units (meters), it might need to be scaled
|
|
proportionally to the overall scale of objects in the scene and speeds at which they move,
|
|
which are factors that affect the expected magnitude of prediction errors.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.PosTeleportDistance">
|
|
<summary>
|
|
<para>
|
|
The value, in meters, that represents the magnitude of the accumulated
|
|
position error above which the error will be instantaneously corrected,
|
|
effectively teleporting the rendered object to its correct position.
|
|
Suggested values are greater than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.PosBlendEnd">PosBlendEnd</see>.
|
|
</para>
|
|
<para>
|
|
This setting has priority over the resultant correction rate, i.e. the restriction
|
|
will be respected even if it makes the effective correction rate be different than
|
|
the one computed according to the min/max rates and start/end blend values.
|
|
</para>
|
|
<para>
|
|
Note: as the factor is expressed in distance units (meters), it might need to be scaled
|
|
proportionally to the overall scale of objects in the scene and speeds at which they move,
|
|
which are factors that affect the expected magnitude of prediction errors.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendStart">
|
|
<summary>
|
|
<para>
|
|
The reference for the magnitude of the accumulated rotation error, in radians,
|
|
at which the rotation error will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>.
|
|
Suggested values are smaller than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendEnd">RotBlendEnd</see>.
|
|
</para>
|
|
<para>
|
|
In other words, if the magnitude of the accumulated error is equal to or smaller than this threshold,
|
|
it will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>.
|
|
If, instead, the magnitude is between this threshold and <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendEnd">RotBlendEnd</see>,
|
|
the error is corrected at a rate between <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>
|
|
and <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>, proportionally.
|
|
If it is equal to or greater than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendEnd">RotBlendEnd</see>,
|
|
it will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendEnd">
|
|
<summary>
|
|
<para>
|
|
The reference for the magnitude of the accumulated rotation error, in radians,
|
|
at which the rotation error will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>.
|
|
Suggested values are greater than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendStart">RotBlendStart</see>
|
|
and smaller than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotTeleportRadians">RotTeleportRadians</see>.
|
|
</para>
|
|
<para>
|
|
In other words, if the magnitude of the accumulated error is equal to or greater than this threshold,
|
|
it will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>.
|
|
If, instead, the magnitude is between <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendStart">RotBlendStart</see> and this threshold,
|
|
the error is corrected at a rate between <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>
|
|
and <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MaxRate">MaxRate</see>, proportionally.
|
|
If it is equal to or smaller than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendStart">RotBlendStart</see>,
|
|
it will be corrected at the <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.MinRate">MinRate</see>.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolatedErrorCorrectionSettings.RotTeleportRadians">
|
|
<summary>
|
|
<para>
|
|
The value, in radians, that represents the magnitude of the accumulated
|
|
rotation error above which the error will be instantaneously corrected,
|
|
effectively teleporting the rendered object to its correct orientation.
|
|
Suggested values are greater than <see cref="F:Fusion.InterpolatedErrorCorrectionSettings.RotBlendEnd">RotBlendEnd</see>.
|
|
</para>
|
|
<para>
|
|
This setting has priority over the resultant correction rate, i.e. the restriction
|
|
will be respected even if it makes the effective correction rate be different than
|
|
the one computed according to the min/max rates and start/end blend values.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkArray`1">
|
|
<summary>
|
|
Fusion type for networking arrays. Capacity is fixed, and needs to be set the maximum possible number of entries.<br></br><br></br>
|
|
<para>Typical Usage:
|
|
<code>
|
|
[Networked, Capacity(4)]<br></br>
|
|
NetworkArray<float> syncedArray => default;
|
|
</code></para>
|
|
<para>Optional usage (for NetworkBehaviours ONLY - this is not legal in INetworkStructs):
|
|
<code>
|
|
[Networked, Capacity(4)]<br></br>
|
|
NetworkArray<int> syncedArray { get; } = MakeInitializer(new int[] { 1, 2, 3, 4 });<br></br>
|
|
</code></para>
|
|
<para>Usage for modifying data:
|
|
<code>
|
|
var array = syncedArray;
|
|
array.Set(123);
|
|
array[0] = 456;
|
|
</code></para>
|
|
</summary>
|
|
<typeparam name="T">T can be a primitive, or an INetworkStruct.</typeparam>
|
|
</member>
|
|
<member name="P:Fusion.NetworkArray`1.Length">
|
|
<summary>
|
|
The fixed size of the array.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkArray`1.Item(System.Int32)">
|
|
<summary>
|
|
Indexer of array elements.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.#ctor(System.Byte*,System.Int32,Fusion.IElementReaderWriter{`0})">
|
|
<summary>
|
|
NetworkArray constructor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.Get(System.Int32)">
|
|
<summary>
|
|
Returns the array value at supplied index.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.Set(System.Int32,`0)">
|
|
<summary>
|
|
Sets the array value at the supplied index.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.ToArray">
|
|
<summary>
|
|
Allocates a new array and copies values from this array. For a non-alloc alternative use <see cref="M:Fusion.NetworkArray`1.CopyTo(System.Collections.Generic.List{`0})"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.CopyTo(System.Collections.Generic.List{`0})">
|
|
<summary>
|
|
Adds each value to the supplied List. This does not clear the list, so values will be appended to the existing list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.CopyTo(`0[],System.Boolean)">
|
|
<summary>
|
|
Copies values to the supplied array.
|
|
</summary>
|
|
<param name="array"></param>
|
|
<param name="throwIfOverflow">If true, this method will throw an error if the supplied array is smaller than this <see cref="T:Fusion.NetworkArray`1"/>. If false, will only copy as many elements as the target array can hold.</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.CopyFrom(`0[],System.Int32,System.Int32)">
|
|
<summary>
|
|
Copies a range of values in from a supplied source array.
|
|
</summary>
|
|
<param name="sourceOffset">Starting index of elements in source.</param>
|
|
<param name="sourceCount">Number of sequential source elements to copy in.</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.CopyFrom(System.Collections.Generic.List{`0},System.Int32,System.Int32)">
|
|
<summary>
|
|
Copies a range of values in from a supplied source list.
|
|
</summary>
|
|
<param name="sourceOffset">Starting index of elements in source.</param>
|
|
<param name="sourceCount">Number of sequential source elements to copy in.</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkArray`1.ToListString">
|
|
<summary>
|
|
Returns the elements of this array as a string, with value separated by \n characters. Specifically for use in the Unity inspector.
|
|
This is private and only is found by NetworkBehaviourEditor using reflection, so do not rename this method.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkDictionary`2">
|
|
<summary>
|
|
Fusion type for networking Dictionaries. Capacity is fixed, and needs to be set the maximum possible number of entries.<br></br><br></br>
|
|
<para>Typical Usage:
|
|
<code>
|
|
[Networked, Capacity(10)]<br></br>
|
|
NetworkDictionary<int, float> syncedDict => default;<br></br>
|
|
</code></para>
|
|
<para>Usage for modifying data:
|
|
<code>
|
|
var dict = syncedDict;
|
|
dict.Add(5, 123);
|
|
dict[5] = 456;
|
|
dict.Remove(5);
|
|
</code></para>
|
|
</summary>
|
|
<typeparam name="K">Key can be a primitive, or an INetworkStruct.</typeparam>
|
|
<typeparam name="V">Value can be a primitive, or an INetworkStruct.</typeparam>
|
|
</member>
|
|
<member name="P:Fusion.NetworkDictionary`2.Count">
|
|
<summary>
|
|
Current number of key/value entries in the Dictionary.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkDictionary`2.Capacity">
|
|
<summary>
|
|
The maximum number of entries this dictionary may contain.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkDictionary`2.Item(`0)">
|
|
<summary>
|
|
Key indexer. Gets/Sets value for specified key.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.Clear">
|
|
<summary>
|
|
Remove all entries from the Dictionary, and clear backing memory.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.ContainsKey(`0)">
|
|
<summary>
|
|
Returns true if the Dictionary contains an entry for the given key.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.ContainsValue(`1,System.Collections.Generic.IEqualityComparer{`1})">
|
|
<summary>
|
|
Returns true if the Dictionary contains an entry value which compares as equal to given value.
|
|
</summary>
|
|
<param name="value">The value to compare against.</param>
|
|
<param name="equalityComparer">Specify custom IEqualityComparer to be used for compare.</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.Get(`0)">
|
|
<summary>
|
|
Returns the value for the given key. Will throw an error if the key is not found.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.Set(`0,`1)">
|
|
<summary>
|
|
Sets the value for the given key. Will add a new key if the key does not already exist.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.Add(`0,`1)">
|
|
<summary>
|
|
Adds a new key value pair to the Dictionary. If the key already exists, will return false.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.TryGet(`0,`1@)">
|
|
<summary>
|
|
Attempts to get the value for a given key. If found, returns true.
|
|
</summary>
|
|
<param name="key">The key to remove.</param>
|
|
<param name="value">Returns value of removed item. Returns default value if key did not exist.</param>
|
|
<returns>Returns true if key was found.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.Remove(`0)">
|
|
<summary>
|
|
Remove entry from Dictionary.
|
|
</summary>
|
|
<param name="key"></param>
|
|
<returns>Returns true if key was found.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkDictionary`2.Remove(`0,`1@)">
|
|
<summary>
|
|
Removes entry from Dictionary. If successful (key existed), returns true and the value of removed item.
|
|
</summary>
|
|
<param name="key">The key to remove.</param>
|
|
<param name="value">Returns value of removed item. Returns default value if key did not exist.</param>
|
|
<returns>Returns true if key was found.</returns>
|
|
</member>
|
|
<member name="T:Fusion.NetworkLinkedList`1">
|
|
<summary>
|
|
Fusion type for networking LinkedLists. Capacity is fixed, and needs to be set the maximum possible number of entries.<br></br><br></br>
|
|
Typical Usage:
|
|
<para><code>
|
|
[Networked, Capacity(10)]<br></br>
|
|
NetworkLinkedList<int> syncedLinkedList => default;
|
|
</code></para>
|
|
<para>Optional usage (for NetworkBehaviours ONLY - this is not legal in INetworkStructs):
|
|
<code>
|
|
[Networked, Capacity(4)]<br></br>
|
|
NetworkLinkedList<int> syncedLinkedList { get; } = MakeInitializer(new int[] { 1, 2, 3, 4 });<br></br>
|
|
</code></para>
|
|
<para>Usage for modifying data:
|
|
<code>
|
|
var list = syncedLinkedList;
|
|
list.Add(123);
|
|
list[0] = 456;
|
|
list.Remove(0);
|
|
</code></para>
|
|
</summary>
|
|
<typeparam name="T">T can be a primitive, or an INetworkStruct.</typeparam>
|
|
</member>
|
|
<member name="P:Fusion.NetworkLinkedList`1.Count">
|
|
<summary>
|
|
Returns the current element count.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkLinkedList`1.Capacity">
|
|
<summary>
|
|
Returns the max element count.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkLinkedList`1.Item(System.Int32)">
|
|
<summary>
|
|
Element indexer.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.Clear">
|
|
<summary>
|
|
Removes and clears all list elements.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.Contains(`0)">
|
|
<summary>
|
|
Returns true if the value already exists in the list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.Contains(`0,System.Collections.Generic.IEqualityComparer{`0})">
|
|
<summary>
|
|
Returns true if the value already exists in the list.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.Set(System.Int32,`0)">
|
|
<summary>
|
|
Sets the value at supplied index.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.Get(System.Int32)">
|
|
<summary>
|
|
Returns the value at supplied index.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.IndexOf(`0)">
|
|
<summary>
|
|
Returns the index with this value. Returns -1 if not found.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.IndexOf(`0,System.Collections.Generic.IEqualityComparer{`0})">
|
|
<summary>
|
|
Returns the index with this value. Returns -1 if not found.
|
|
</summary>
|
|
<param name="equalityComparer">Specify custom IEqualityComparer to be used for compare.</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.Remove(`0)">
|
|
<summary>
|
|
Removes the first found element with indicated value.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.Remove(`0,System.Collections.Generic.IEqualityComparer{`0})">
|
|
<summary>
|
|
Removes the first found element with indicated value.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkLinkedList`1.Add(`0)">
|
|
<summary>
|
|
Adds a value to the end of the list.
|
|
</summary>
|
|
<param name="value"></param>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRNG">
|
|
<summary>
|
|
PCG32 random generator, 16 bytes in size.
|
|
<a href="http://www.pcg-random.org">http://www.pcg-random.org</a>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRNG.FP_32_32_ToUnitDoubleInclusive">
|
|
<summary>
|
|
0x1.00000001p-32 aka 0x3df0000000100000
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRNG.FP_32_32_ToUnitDoubleExclusive">
|
|
<summary>
|
|
0x1p-32 aka 0x3df0000000000000
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRNG.FP_8_24_ToUnitSingleInclusive">
|
|
<summary>
|
|
0x1.000002p-24 aka 0x33800001
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRNG.FP_8_24_ToUnitSingleExclusive">
|
|
<summary>
|
|
0x1p-24 aka 0x33800000
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.Next">
|
|
<summary>
|
|
Returns a random Double within [0, 1] (range is inclusive).
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.NextExclusive">
|
|
<summary>
|
|
Returns a random Double within [0, 1) (range is exclusive).
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.NextSingle">
|
|
<summary>
|
|
Returns a random Single within [0, 1] (range is inclusive).
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.NextSingleExclusive">
|
|
<summary>
|
|
[0, 1)
|
|
Returns a random Single within [0, 1) (range is exclusive).
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.NextInt32">
|
|
<summary>
|
|
[int.MinValue, int.MaxValue]
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.NextUInt32">
|
|
<summary>
|
|
[0, uint.MaxValue]
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.RangeInclusive(System.Double,System.Double)">
|
|
<summary>
|
|
Returns a random Double within [minInclusive, maxInclusive] (range is inclusive).
|
|
If minInclusive is greater than maxInclusive, then the numbers are automatically swapped.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.RangeInclusive(System.Single,System.Single)">
|
|
<summary>
|
|
Returns a random Single within [minInclusive, maxInclusive] (range is inclusive).
|
|
If minInclusive is greater than maxInclusive, then the numbers are automatically swapped.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.RangeExclusive(System.Int32,System.Int32)">
|
|
<summary>
|
|
Returns a random Int32 within [minInclusive, maxExclusive) (range is exclusive).
|
|
If minInclusive and maxExclusive are equal, then the "exclusive rule" is ignored and minInclusive will be returned.
|
|
If minInclusive is greater than maxExclusive, then the numbers are automatically swapped.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.RangeInclusive(System.Int32,System.Int32)">
|
|
<summary>
|
|
Returns a random Int32 within [minInclusive, maxInclusive] (range is inclusive).
|
|
If minInclusive is greater than maxInclusive, then the numbers are automatically swapped.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.RangeExclusive(System.UInt32,System.UInt32)">
|
|
<summary>
|
|
Returns a random UInt32 within [minInclusive, maxExclusive) (range is exclusive).
|
|
If minInclusive and maxExclusive are equal, then the "exclusive rule" is ignored and minInclusive will be returned.
|
|
If minInclusive is greater than maxExclusive, then the numbers are automatically swapped.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRNG.RangeInclusive(System.UInt32,System.UInt32)">
|
|
<summary>
|
|
Returns a random UInt32 within [minInclusive, maxInclusive] (range is inclusive).
|
|
If minInclusive is greater than maxInclusive, then the numbers are automatically swapped.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkString`1">
|
|
<summary>
|
|
Fixed-size UTF32 string. All operations are alloc-free, except for converting to <see cref="T:System.String"/>.
|
|
</summary>
|
|
<typeparam name="Size"></typeparam>
|
|
</member>
|
|
<member name="P:Fusion.NetworkString`1.Capacity">
|
|
<summary>
|
|
Maximum UTF32 string length.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkString`1.Value">
|
|
<summary>
|
|
Converts to/from regular UTF16 string. Setter is alloc-free. Use <see cref="!:Get(ref string, bool)"/>
|
|
to get possibly alloc-free conversion.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkString`1.Length">
|
|
<summary>
|
|
Number of UTF32 scalars. It is equal or less than <see cref="M:Fusion.NetworkString`1.GetCharCount"/> or the length
|
|
of <see cref="P:Fusion.NetworkString`1.Value"/>, because those use UTF16 encoding, which needs two characters to encode
|
|
some values.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkString`1.Item(System.Int32)">
|
|
<summary>
|
|
Returns UTF32 scalar at <paramref name="index"/> position. To iterate over characters,
|
|
use <see cref="M:Fusion.NetworkString`1.GetEnumerator"/>.
|
|
</summary>
|
|
<param name="index"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkString`1.Get(System.String@)">
|
|
<summary>
|
|
Checks if <paramref name="cache"/> is equivalent and if not converts to UTF16 and
|
|
stores the result in <paramref name="cache"/>.
|
|
</summary>
|
|
<param name="cache"></param>
|
|
<param name="ignoreCase"></param>
|
|
<returns>False if no conversion was performed, true otherwise.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkString`1.Set(System.String)">
|
|
<summary>
|
|
Converts <paramref name="value"/> to UTF32 string and stores it internally.
|
|
</summary>
|
|
<param name="value"></param>
|
|
<returns>False if <paramref name="value"/> was too long to fit and had to be trimmed.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkString`1.GetCharCount">
|
|
<summary>
|
|
Calculates the length of the equivalent UTF16 string.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Fusion.PlayerRef">
|
|
<summary>
|
|
Represents a Fusion player.
|
|
</summary>
|
|
<para>The PlayerRef, in contrast to the player index, is 1-based. The reason is that default(PlayerRef) will return a "null/invalid" player ref struct for convenience. There are automatic cast operators that can cast an int into a PlayerRef.</para>
|
|
<example><code>
|
|
default(PlayerRef), internally a 0, means NOBODY
|
|
PlayerRef, internally 1, is the same as player index 0
|
|
PlayerRef, internally 2, is the same as player index 1
|
|
</code></example>
|
|
</member>
|
|
<member name="P:Fusion.PlayerRef.None">
|
|
<summary>
|
|
None player
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.PlayerRef.IsValid">
|
|
<summary>
|
|
If this player index is valid
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.PlayerRef.RawEncoded">
|
|
<summary>
|
|
Raw encoded value
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.PlayerRef.PlayerId">
|
|
<summary>
|
|
Player id this player ref represents
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Collections.RingArray`1.#ctor(System.Int32)">
|
|
<summary>
|
|
Note: You are passing the bitcount of the length, not the length. Normal values will be in the 5-8 range (32 - 256).
|
|
This RingArray is meant to be fast, so it only uses counts of 2^x.
|
|
</summary>
|
|
<param name="countBits">Element count will be 2 to this power.</param>
|
|
</member>
|
|
<member name="P:Fusion.Collections.RingArray`1.Item(System.Int32)">
|
|
<summary>
|
|
Indexer. Runs a fast mod on the frameId to make it conform to the ring array.
|
|
</summary>
|
|
<param name="frameId"></param>
|
|
</member>
|
|
<member name="T:Fusion.Rotation">
|
|
<summary>
|
|
Wrapper class which unifies rotation handling of Quaternion, Euler or Z-only (used by 2D).
|
|
Can store a Quaternion, Euler or Z-axis (for 2d rotation), and implicitly casts between those types.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.Rotation.Type">
|
|
<summary>
|
|
Indicates of the stored rotation is a Quaternion or Euler type.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Rotation.AsQuaternion">
|
|
<summary>
|
|
Returns the rotation as a Quaternion. If original type was a Euler or Rotation Z-axis only, that is converted to a Quaternion.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Rotation.AsEuler">
|
|
<summary>
|
|
Returns the rotation as a Euler. If original type was Quaternion, that is converted to a Euler.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Rotation.AsFloatZ">
|
|
<summary>
|
|
Returns the z-axis value of the rotation. If original type was Quaternion, first converts to a Euler then returns the z value of that Euler.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SceneRef.None">
|
|
<summary>
|
|
None scene
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SceneRef.IsValid">
|
|
<summary>
|
|
If this scene index is valid
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkId">
|
|
<summary>
|
|
The unique identifier for a network entity.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkId.PREDICTED_BIT">
|
|
<summary>
|
|
Offset for the bitflag that indicates of this tick is predicted or final.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkId.Raw">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkId.IsValid">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkId.ToNamePrefixString">
|
|
<summary>
|
|
String conversion specifically for use in prefixing names of GameObjects.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Fusion.NetworkObject">
|
|
<summary>
|
|
The primary Fusion component for networked GameObject entities.
|
|
This stores the object's network identity and manages the object's state and input authority.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.Id">
|
|
<summary>
|
|
The unique identifier for this network entity.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.IsResume">
|
|
<summary>
|
|
Signal that this <see cref="T:Fusion.NetworkObject"/> comes from a Resume Spawn
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.Runner">
|
|
<summary>
|
|
The <see cref="T:Fusion.NetworkRunner"/> this entity is associated with.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.ObjectInterest">
|
|
<summary>
|
|
How Object Interest is determined for this object.
|
|
Only applicable to <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/> mode, and if <see cref="F:Fusion.SimulationConfig.ObjectInterest"/> is enabled.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.DefaultInterestGroups">
|
|
<summary>
|
|
All players will start with these Interest Groups explicitly enabled for this object.
|
|
Use <see cref="M:Fusion.NetworkRunner.SetInterestGroup(Fusion.NetworkObject,Fusion.PlayerRef,System.String,System.Boolean)"/> on the server
|
|
to explicitly add or remove a player's interest in groups for this <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.DestroyWhenStateAuthorityLeaves">
|
|
<summary>
|
|
If the player with State Authority for this Object leaves the room, this Object will automatically be destroyed on the network.
|
|
Only applicable to Shared Mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.AllowStateAuthorityOverride">
|
|
<summary>
|
|
When enabled, State Authority over this Object can be taken by a player, without the current State Authority player first releasing authority.
|
|
If disabled, <see cref="M:Fusion.NetworkObject.RequestStateAuthority"/> will fail if another player currently has State Authority, and has not called <see cref="M:Fusion.NetworkObject.ReleaseStateAuthority"/>.
|
|
Only applicable to Shared Mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.AoiPositionSource">
|
|
<summary>
|
|
Specifies the <see cref="T:Fusion.NetworkAreaOfInterestBehaviour"/> component to used to determine this players position for Area Of Interest checks.
|
|
If left null, will use the first found root/child instance of <see cref="T:Fusion.NetworkAreaOfInterestBehaviour"/> on the Object.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.LastReceiveTick">
|
|
<summary>
|
|
Last tick this object received an update. Only available for <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.Flags">
|
|
<summary>
|
|
Flags used for network object prefabs and similar
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.NetworkGuid">
|
|
<summary>
|
|
The GUID for this prefab or scene object, which is set at development time. Used to reference this as a spawnable object.
|
|
All spawned instances of this object will retain this GUID. Use <see cref="T:Fusion.NetworkId"/> for the unique ID of network entries.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.PredictedSpawn">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.NestedObjects">
|
|
<summary>
|
|
Array of initial child nested <see cref="T:Fusion.NetworkObject"/> entities, that are children of this Object.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.NetworkedBehaviours">
|
|
<summary>
|
|
Array of all <see cref="T:Fusion.NetworkBehaviour"/>s associated with this network entity.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObject.SimulationBehaviours">
|
|
<summary>
|
|
Array of all <see cref="T:Fusion.SimulationBehaviour"/>s associated with this network entity.
|
|
This does not include <see cref="T:Fusion.NetworkBehaviour"/> derived classes, as they are stored in <see cref="F:Fusion.NetworkObject.NetworkedBehaviours"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.Name">
|
|
<summary>
|
|
The ID + Unity GameObject name for this entity.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.IsSceneObject">
|
|
<summary>
|
|
Returns if this network entity existed as part of a scene, rather than having been dynamically spawned.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.IsValid">
|
|
<summary>
|
|
Returns if this network entity is associated with its <see cref="T:Fusion.NetworkRunner"/>, and that runner is not null.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.IsPredictedSpawn">
|
|
<summary>
|
|
If this is a predicted spawned object
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.IsPredictedDespawn">
|
|
<summary>
|
|
If this is a predicted spawned object
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.IsInSimulation">
|
|
<summary>
|
|
If this object is inserted into the simulation
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.InputAuthority">
|
|
<summary>
|
|
Returns the <see cref="T:Fusion.PlayerRef"/> that has Input Authority over this network entity.
|
|
PlayerRefs are assigned in order from 0 to MaxPlayers-1 and are re-used as players join and leave.
|
|
The only caveat is that the server player (if one exists), always gets the last index no matter how many clients are connected.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.StateAuthority">
|
|
<summary>
|
|
Returns the <see cref="T:Fusion.PlayerRef"/> that has State Authority over this network entity.
|
|
PlayerRefs are assigned in order from 0 to MaxPlayers-1 and are re-used as players join and leave.
|
|
The only caveat is that the server player (if one exists), always gets the last index no matter how many clients are connected.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.AreaOfInterestLayerMask">
|
|
<summary>
|
|
The layers this object exists in for area of interest queries. This is an integer bitmask not a layer index.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.HasInputAuthority">
|
|
<summary>
|
|
Returns if <see cref="P:Fusion.Simulation.LocalPlayer"/> is the designated Input Authority for this network entity.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.HasStateAuthority">
|
|
<summary>
|
|
Returns if <see cref="P:Fusion.Simulation.LocalPlayer"/> is the designated State Authority for this network entity.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.IsProxy">
|
|
<summary>
|
|
Returns if <see cref="P:Fusion.Simulation.LocalPlayer"/> is neither the Input nor State Authority for this network entity.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkObject.IsSpawnable">
|
|
<summary>
|
|
Toggles if this NetworkObject is included in the <see cref="F:Fusion.NetworkProjectConfig.PrefabTable"/>, which will include the prefab in builds as a Spawnable object.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkObject.GetLocalAuthorityMask">
|
|
<summary>
|
|
Gets a bitmask of <see cref="T:Fusion.AuthorityMasks"/> flags, representing the current local authority over this <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkObject.GetRpcSourceAuthorityMask(Fusion.PlayerRef)">
|
|
<summary>
|
|
Gets a bitmask of <see cref="T:Fusion.AuthorityMasks"/> flags, representing the supplied <see cref="T:Fusion.PlayerRef"/> RPC authority for this <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkObject.AssignInputAuthority(Fusion.PlayerRef)">
|
|
<summary>
|
|
Sets which <see cref="T:Fusion.PlayerRef"/> has Input Authority for this Object.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkObject.RemoveInputAuthority">
|
|
<summary>
|
|
Removes input authority from whichever player has it for this object. Only valid when called on a Host or Server peer.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkObject.SetPlayerAlwaysInterested(Fusion.PlayerRef,System.Boolean)">
|
|
<summary>
|
|
Add or remove specific player interest in this NetworkObject.
|
|
<para>
|
|
<see cref="F:Fusion.SimulationConfig.ReplicationMode"/> must be set to <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/>.
|
|
</para>
|
|
</summary>
|
|
<param name="player"></param>
|
|
<param name="alwaysInterested"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkObject.CopyStateFrom(Fusion.NetworkObject)">
|
|
<summary>
|
|
Copies the entire State from another <see cref="T:Fusion.NetworkObject"/>
|
|
</summary>
|
|
<param name="networkObject">NetworkObject to copy the State from</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkObject.SetInterestGroup(Fusion.PlayerRef,System.String,System.Boolean)">
|
|
<summary>
|
|
Add or remove Player's interest in a specific named Interest Group for this <see cref="T:Fusion.NetworkObject"/>.
|
|
<para>
|
|
<see cref="F:Fusion.SimulationConfig.ReplicationMode"/> must be set to <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/>.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkPrefabRef">
|
|
<summary>
|
|
A decoupled <see cref="T:Fusion.NetworkObject"/> prefab reference. Internally stored as a GUID.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkObjectHeader">
|
|
<summary>
|
|
Network meta information for a <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObjectHeader.NestingRoot">
|
|
<summary>
|
|
The id of the root most <see cref="T:Fusion.NetworkObject"/>, if this <see cref="T:Fusion.NetworkObject"/> is nested.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkPrefabAsset">
|
|
<summary>
|
|
Represents a base class for "prefab assets" - assets that point to a prefab and provide a way to load them.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkPrefabAsset.AssetGuid">
|
|
<summary>
|
|
Actual Unity prefab guid. If out of sync with the prefab's, it will be updated at first opportunity.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkPrefabAssetMissing">
|
|
<summary>
|
|
Placeholder kept after a prefab is removed or made not spawnable. If the prefab is restored/made spawnable again,
|
|
the type of this asset will change to <see cref="T:Fusion.NetworkPrefabAsset"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkPrefabInfo.Header">
|
|
<summary>
|
|
Header data for this object
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkPrefabInfo.HasHeader">
|
|
<summary>
|
|
If we have a header or not
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkPrefabInfo.Data">
|
|
<summary>
|
|
Data pointer to the first word of this objects data block
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkPrefabTable.TryAdd(Fusion.NetworkObjectGuid,Fusion.INetworkPrefabSource,Fusion.NetworkPrefabId@)">
|
|
<summary>
|
|
Adds prefab to the table and assigns it an id.
|
|
</summary>
|
|
<param name="source"></param>
|
|
<param name="id">The id assigned to the prefab (if returns true) or id of the prefab with the same guid that has already been added.</param>
|
|
<returns>True if the prefab prefab had unique guid and was added.</returns>
|
|
</member>
|
|
<member name="T:Fusion.AuthorityMasks">
|
|
<summary>
|
|
Flag constants for input and state authority.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RpcAttribute">
|
|
<summary>
|
|
Flags a method as being a networked Remote Procedure Call.
|
|
Only usable in a NetworkBehaviour.
|
|
Calls to this method (from the indicated allowed <see cref="T:Fusion.RpcSources"/>) will generate a network message,
|
|
which will execute the method remotely on the indicated <see cref="T:Fusion.RpcTargets"/>.
|
|
The RPC method can include an empty <see cref="T:Fusion.RpcInfo"/> argument, that will include meta information about the RPC on the receiving peer.
|
|
<para>Example:</para>
|
|
<code>
|
|
| [Rpc(RpcSources.All, RpcTargets.All, InvokeLocal = false, InvokeResim = false, Channel = RpcChannel.Reliable, TickAligned = true)]<br></br>
|
|
| public void RPC_Configure(NetworkObject no, string name, Color color, RpcInfo info = default) { }
|
|
</code>
|
|
To target a specific Player, use the <see cref="T:Fusion.RpcTargetAttribute"/>:
|
|
<code>
|
|
| [Rpc]
|
|
| public void RpcFoo([RpcTarget] PlayerRef targetPlayer) {}
|
|
</code>
|
|
Use <see cref="T:Fusion.RpcInvokeInfo"/> as a return value to access meta information about the RPC send attempt, such as failure to send reasons, message size, etc.
|
|
<para>
|
|
Non-static RPCs are only valid on a <see cref="T:Fusion.NetworkBehaviour"/>.
|
|
Static RPCs can be implemented on <see cref="T:Fusion.SimulationBehaviour"/>s, and do not require a <see cref="T:Fusion.NetworkObject"/> instance.
|
|
Static RPC require the first argument to be NetworkRunner.
|
|
</para>
|
|
Static RPC Example:
|
|
<code>
|
|
| [Rpc]
|
|
| public static void RPC_Configure(NetworkRunner runner) { }
|
|
</code>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RpcAttribute.Sources">
|
|
<summary>
|
|
The legal <see cref="T:Fusion.RpcSources"/> types that can trigger this Rpc. Cast to int.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RpcAttribute.Targets">
|
|
<summary>
|
|
The <see cref="T:Fusion.RpcTargets"/> types that will receive and invoke this method. Cast to int.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RpcAttribute.InvokeLocal">
|
|
<summary>
|
|
Indicates if the method should be called locally (on the RPC caller). This happens immediately.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RpcAttribute.InvokeResim">
|
|
<summary>
|
|
Indicates if this RPC will execute during resims, or only once on the first execution of the associated tick.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RpcAttribute.Channel">
|
|
<summary>
|
|
Specifies which RpcChannel to use.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RpcAttribute.TickAligned">
|
|
<summary>
|
|
Indicates if this RPC's execution will be postponed until the local simulation catches up with the sender's Tick number.
|
|
Even if set to false, the order of Rpcs is always preserved. Rpcs are deferred until all preceding Rpcs have
|
|
executed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RpcAttribute.HostMode">
|
|
<summary>
|
|
Options for when the game is run in <see cref="F:Fusion.SimulationModes.Host"/> mode and RPC is invoked by the host.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.RpcAttribute.#ctor(Fusion.RpcSources,Fusion.RpcTargets)">
|
|
<param name="sources">The legal <see cref="T:Fusion.RpcSources"/> types that can trigger this Rpc</param>
|
|
<param name="targets">The <see cref="T:Fusion.RpcTargets"/> types that will receive and invoke this method</param>
|
|
</member>
|
|
<member name="F:Fusion.RpcChannel.Reliable">
|
|
<summary>
|
|
Rpc order preserved, delivery verified, resend in case of a failed delivery.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcChannel.Unreliable">
|
|
<summary>
|
|
Rpc order preserved, delivery not verified, no resend attempts.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RpcHostMode">
|
|
<summary>
|
|
Options for when the game is run in <see cref="F:Fusion.SimulationModes.Host"/> mode and RPC is invoked by the host.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcHostMode.SourceIsServer">
|
|
<summary>
|
|
If host invokes RPC <see cref="F:Fusion.RpcInfo.Source"/> will be set to <see cref="P:Fusion.PlayerRef.None"/> (default).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcHostMode.SourceIsHostPlayer">
|
|
<summary>
|
|
If host invokes RPC <see cref="F:Fusion.RpcInfo.Source"/> will be set to the host's local player.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RpcInvokeInfo">
|
|
<summary>
|
|
May be used as an optional <see cref="T:Fusion.RpcAttribute"/> return value. Contains meta data about the RPC send, such as failure to send reasons, culling, message size, etc.
|
|
<para>Example:</para>
|
|
<code>
|
|
| [Rpc]
|
|
| public RpcInvokeInfo RpcFoo(int value) {
|
|
| return default;
|
|
| }
|
|
|
|
|
| public override void FixedUpdateNetwork() {
|
|
| var info = RpcFoo();
|
|
| Debug.Log(info);
|
|
| }
|
|
</code>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RpcLocalInvokeResult">
|
|
<summary>
|
|
Results for the local RPC Invocation of the RPC method.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcLocalInvokeResult.Invoked">
|
|
<summary>
|
|
RPC has been invoked locally.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcLocalInvokeResult.NotInvokableLocally">
|
|
<summary>
|
|
Not invoked locally because <see cref="P:Fusion.RpcAttribute.InvokeLocal"/> is false.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcLocalInvokeResult.NotInvokableDuringResim">
|
|
<summary>
|
|
Not invoked locally because <see cref="P:Fusion.RpcAttribute.InvokeResim"/> is false and simulation stage is <see cref="F:Fusion.SimulationStages.Resimulate"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcLocalInvokeResult.InsufficientSourceAuthority">
|
|
<summary>
|
|
Not invoked because source <see cref="T:Fusion.NetworkObject"/> current authority does not match flags set in <see cref="P:Fusion.RpcAttribute.Sources"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcLocalInvokeResult.InsufficientTargetAuthority">
|
|
<summary>
|
|
Not invoked because target player is local and this <see cref="T:Fusion.NetworkObject"/> current authority does not match flags set in <see cref="P:Fusion.RpcAttribute.Targets"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcLocalInvokeResult.TagetPlayerIsNotLocal">
|
|
<summary>
|
|
Not invoked because target player is not local.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RpcSendCullResult">
|
|
<summary>
|
|
Results for the RPC message send operation. Note: Some individual targets may be culled even if the send operation succeeds.
|
|
Information about culled targets can be found in <see cref="F:Fusion.RpcInvokeInfo.SendResult"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendCullResult.NotCulled">
|
|
<summary>
|
|
RPC has been sent. Check <see cref="F:Fusion.RpcInvokeInfo.SendResult"/> for details.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendCullResult.NotInvokableDuringResim">
|
|
<summary>
|
|
Send culled because <see cref = "P:Fusion.RpcAttribute.InvokeLocal" /> is false.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendCullResult.InsufficientSourceAuthority">
|
|
<summary>
|
|
Send culled because source <see cref="T:Fusion.NetworkObject"/> current authority does not match flags set in <see cref="P:Fusion.RpcAttribute.Sources"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendCullResult.NoActiveConnections">
|
|
<summary>
|
|
Send culled because there are no active connections.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendCullResult.TargetPlayerUnreachable">
|
|
<summary>
|
|
Send culled because target player does not exist.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendCullResult.TargetPlayerIsLocalButRpcIsNotInvokableLocally">
|
|
<summary>
|
|
Send culled because target player is local and <see cref="P:Fusion.RpcAttribute.InvokeLocal"/> is false.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RpcSendResult">
|
|
<summary>
|
|
RPC send operation result information.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendResult.Result">
|
|
<summary>
|
|
Result flags for the RPC send operation.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendResult.MessageSize">
|
|
<summary>
|
|
The size of the RPC message.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendResult.Receivers">
|
|
<summary>
|
|
Collection of the <see cref="T:Fusion.PlayerRef"/> targets which were sent this RPC message.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendResult.CulledReceivers">
|
|
<summary>
|
|
Collection of the <see cref="T:Fusion.PlayerRef"/> targets which were failed to be sent this RPC message.
|
|
Reason for failure can be found in the <see cref="F:Fusion.RpcSendResult.Result"/> flags.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RpcTargetAttribute">
|
|
<summary>
|
|
RPC attribute used to indicate a specific target player for an RPC when sending from one player to another.
|
|
RPC is sent to the server, and then is forwarded to the specified player.
|
|
Usage:
|
|
<code>
|
|
| [Rpc]
|
|
| public void RpcFoo([RpcTarget] PlayerRef targetPlayer) { }
|
|
</code>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkEvents">
|
|
<summary>
|
|
Companion component for <see cref="T:Fusion.NetworkRunner"/>. Exposes <see cref="T:Fusion.INetworkRunnerCallbacks"/> as UnityEvents,
|
|
which can be wired up to other components in the inspector.
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkProjectConfig">
|
|
<summary>
|
|
The core Fusion config file that is shared with all peers at startup.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkProjectConfig.PeerModes">
|
|
<summary>
|
|
Options for running one or multiple peers in one Unity instance.
|
|
Multiple is useful for testing multiple players/clients inside of the Unity editor without needing to build executables.
|
|
Each peer is assigned its own independent physics scene and <see cref="T:Fusion.NetworkRunner"/> instance.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PeerModes.Single">
|
|
<summary>
|
|
This is the normal use case, where every build and the editor run a single server, host or client peer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PeerModes.Multiple">
|
|
<summary>
|
|
This is the optional use case, which allows running multiple peers in the Unity editor, or in a build.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkProjectConfig.PhysicsEngines">
|
|
<summary>
|
|
Options for which Physics engines Fusion will use for simulations.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PhysicsEngines.Physics3D">
|
|
<summary>
|
|
The Unity PhysX simulation is used, but auto-simulation is disabled and simulations are controlled by Fusion.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PhysicsEngines.Physics2D">
|
|
<summary>
|
|
The Unity PhysX2D simulation is used, but auto-simulation is disabled and simulations are controlled by Fusion.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PhysicsEngines.None">
|
|
<summary>
|
|
Fusion preforms no simulation calls.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkProjectConfig.PhysicsModes">
|
|
<summary>
|
|
Options for how physics is simulated on clients.
|
|
<para>
|
|
<see cref="F:Fusion.NetworkProjectConfig.PhysicsModes.ServerOnly"/> - Clients do not predict remote objects, and render in their remote time frame (relative past).<br/>
|
|
<see cref="F:Fusion.NetworkProjectConfig.PhysicsModes.ClientPrediction"/> - Clients predict remote objects and have options for rendering them in local and/or remote time frames.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PhysicsModes.ServerOnly">
|
|
<summary>
|
|
The server simulates and sends states to all clients. Clients do not attempt prediction and will render remote objects in the server (relative past) time frame.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PhysicsModes.ClientPrediction">
|
|
<summary>
|
|
The server simulates and sends states to all clients. Clients simulate remote states forward into the local time frame (prediction).
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkProjectConfig.SceneLoadSpawnModes">
|
|
<summary>
|
|
Spawn Modes while Scene is being loaded
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.SceneLoadSpawnModes.NotAllowed">
|
|
<summary>
|
|
Block all Spawns
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.SceneLoadSpawnModes.Allowed">
|
|
<summary>
|
|
Allow all Spawns
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.SceneLoadSpawnModes.Queued">
|
|
<summary>
|
|
Queue spawn for when Scene is fully loaded
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkProjectConfig.DeltaCompressors">
|
|
<summary>
|
|
Delta Compression Implementations
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.DeltaCompressors.Default">
|
|
<summary>
|
|
Default Implementation
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.DeltaCompressors.Burst">
|
|
<summary>
|
|
Burst Implementation
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.DeltaCompressors.Debug">
|
|
<summary>
|
|
Debug Implementation
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.DefaultResourceName">
|
|
<summary>
|
|
Default file name for the <see cref="T:Fusion.NetworkProjectConfig"/> asset
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkProjectConfig.Global">
|
|
<summary>
|
|
Reference for the default <see cref="T:Fusion.NetworkProjectConfig"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.CurrentTypeId">
|
|
<summary>
|
|
Current <see cref="T:Fusion.NetworkProjectConfig"/> Type ID
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.CurrentVersion">
|
|
<summary>
|
|
Current <see cref="T:Fusion.NetworkProjectConfig"/> version
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.Version">
|
|
<summary>
|
|
Current <see cref="T:Fusion.NetworkProjectConfig"/> version
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.TypeId">
|
|
<summary>
|
|
Current <see cref="T:Fusion.NetworkProjectConfig"/> Type ID
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PeerMode">
|
|
<summary>
|
|
Setting for whether multiple peers can run per Unity instance (typically to allow easy testing of multiple peers inside of the editor).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PhysicsEngine">
|
|
<summary>
|
|
Setting for which physics engine Fusion will simulate with.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.ServerPhysicsMode">
|
|
<summary>
|
|
Setting for which <see cref="F:Fusion.NetworkProjectConfig.ServerPhysicsMode"/> Fusion will use in server or host mode. Not used in shared mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.UseLagCompensation">
|
|
<summary>
|
|
Use lag compensation. Not used in shared mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.LagCompensation">
|
|
<summary>
|
|
Advanced lag compensation buffer settings.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.SceneLoadSpawnMode">
|
|
<summary>
|
|
Current <see cref="F:Fusion.NetworkProjectConfig.SceneLoadSpawnMode"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.DeltaCompressor">
|
|
<summary>
|
|
Current <see cref="F:Fusion.NetworkProjectConfig.DeltaCompressor"/> type
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.InvokeRenderInBatchMode">
|
|
<summary>
|
|
Signal if the <see cref="M:Fusion.SimulationBehaviour.Render"/> callbacks should be invoked in Batch Mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.MaxNetworkedObjectCount">
|
|
<summary>
|
|
Max number of allowed <see cref="T:Fusion.NetworkObject"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.NetworkIdIsObjectName">
|
|
<summary>
|
|
Signal if the <see cref="T:Fusion.NetworkId"/> of the <see cref="T:Fusion.NetworkObject"/> should be included on the name of the <see cref="T:UnityEngine.GameObject"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.EnableHostMigration">
|
|
<summary>
|
|
Enable the Support for Host Migration
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.HostMigrationSnapshotInterval">
|
|
<summary>
|
|
Delay in seconds between each time the Host sends a Snapshot
|
|
of the current Simulation State to be used in the Host Migration
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.PrefabTable">
|
|
<summary>
|
|
Reference for the current <see cref="T:Fusion.NetworkPrefabTable"/>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.Simulation">
|
|
<summary>
|
|
Simulation Settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.Interpolation">
|
|
<summary>
|
|
Interpolation Settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.Network">
|
|
<summary>
|
|
Network Settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.NetworkConditions">
|
|
<summary>
|
|
Settings for simulating network conditions of latency and loss.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.Heap">
|
|
<summary>
|
|
Heap Settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.AccuracyDefaults">
|
|
<summary>
|
|
The named global accuracies used by this project.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.AssembliesToWeave">
|
|
<summary>
|
|
Names of assemblies Fusion is going to weave. Not case sensetive.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.UseSerializableDictionary">
|
|
<summary>
|
|
Use Fusion.SerializableDictionary to store [Networked] dictionary properties initial value. If unchecked,
|
|
the weaver will emit System.Generic.Dictionary instead - a type that's not Unity-serializable, but custom
|
|
serializers (e.g. Odin) may support it.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfig.NullChecksForNetworkedProperties">
|
|
<summary>
|
|
If set, the weaver will add a check to all [Networked] properties on each <see cref="T:Fusion.NetworkBehaviour"/>
|
|
to verify if owing <see cref="T:Fusion.NetworkObject"/> has been attached to.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkProjectConfig.Copy">
|
|
<summary>
|
|
Make a copy of the <see cref="T:Fusion.NetworkProjectConfig"/>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkProjectConfig.ToString">
|
|
<summary>
|
|
ToString
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkProjectConfig.Serialize(Fusion.NetworkProjectConfig)">
|
|
<summary>
|
|
Serialize the a NetworkProjectConfig into a JSON
|
|
</summary>
|
|
<param name="config">NetworkProjectConfig reference</param>
|
|
<returns>JSON String</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkProjectConfig.Deserialize(System.String)">
|
|
<summary>
|
|
Deserialize the NetworkProjectConfig based on the JSON Serialized version sent by the Room's Creator
|
|
</summary>
|
|
<param name="data">JSON with a serialized NetworkProjectConfig</param>
|
|
<returns>NetworkProjectConfig reference deserialized</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkProjectConfig.SerializeMinimal(Fusion.NetworkProjectConfig)">
|
|
<summary>
|
|
Remove un-unecessary data from serialized version of <see cref="T:Fusion.NetworkProjectConfig"/>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkProjectConfig.FusionVersionInfo">
|
|
<summary>
|
|
Get the version information for the Fusion.Runntime.dll.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkProjectConfig.ConvertPhysicsMode(Fusion.NetworkProjectConfig.PhysicsEngines)">
|
|
<summary>
|
|
Convert between <see cref="T:Fusion.NetworkProjectConfig.PhysicsEngines"/> to <see cref="T:UnityEngine.SceneManagement.LocalPhysicsMode"/>
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkProjectConfigAsset">
|
|
<summary>
|
|
Manages and references the current instance of <see cref="T:Fusion.NetworkProjectConfig"/>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkProjectConfigAsset.FusionVersionInfo">
|
|
<summary>
|
|
Get the version information for the Fusion.Runntime.dll.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfigAsset.PrefabAssetsContainerPath">
|
|
<summary>
|
|
Path to <see cref="T:Fusion.NetworkPrefabAssetCollection"/> asset (created on demand if non-existent), which will serve as a host
|
|
for lightweight <see cref="T:Fusion.NetworkPrefabAsset"/> assets. They can be used to reference prefabs
|
|
alternatively to <see cref="T:Fusion.NetworkPrefabRef"/> and regular <see cref="T:Fusion.NetworkObject"/> references,
|
|
offering the best of two worlds: decoupling and Find References support.
|
|
<br/>
|
|
Suggested path: Assets/Photon/Fusion/User/NetworkPrefabAssetCollection.asset
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkProjectConfigAsset.Prefabs">
|
|
<summary>
|
|
An auto-generated list containing source information (e.g. Resource path, address, static reference) for all the prefabs that can be spawned, i.e. the ones with <see cref="T:Fusion.NetworkObject"/>
|
|
component and <see cref="P:Fusion.NetworkObject.IsSpawnable"/> enabled.
|
|
<br/>
|
|
Additional prefabs can registered at runtime with <see cref="M:Fusion.NetworkPrefabTable.TryAdd(Fusion.NetworkObjectGuid,Fusion.INetworkPrefabSource,Fusion.NetworkPrefabId@)"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRunner">
|
|
<summary>
|
|
Represents a Server or Client Simulation.
|
|
</summary>
|
|
<summary>
|
|
Host Migration related code in order to get a copy of the Simulation State
|
|
</summary>
|
|
<summary>
|
|
All Scene related API and fields
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRunner.BuildTypes">
|
|
<summary>
|
|
Enumeration of Fusion.Runtime.dll options.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRunner.BuildTypes.Debug">
|
|
<summary>
|
|
Use the Debug version of the Fusion.Runntime.dll.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRunner.BuildTypes.Release">
|
|
<summary>
|
|
Use the Debug version of the Fusion.Runntime.dll.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRunner.States">
|
|
<summary>
|
|
Initialization stages of Fusion
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRunner.States.Starting">
|
|
<summary>
|
|
Runner is about to start
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRunner.States.Running">
|
|
<summary>
|
|
Runner is running
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRunner.States.Shutdown">
|
|
<summary>
|
|
Runner is shutdown
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.BuildType">
|
|
<summary>
|
|
Get Fusion.Runtime.dll build type.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRunner.OnBeforeSpawned">
|
|
<summary>
|
|
Delegate type for on before spawned callback
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRunner.DeferredShutdownParams">
|
|
<summary>
|
|
Stores the Shutdown parameters used when requesting a Shutdown from inside a Runner Callback
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetInstancesEnumerator">
|
|
<summary>
|
|
Get enumerator for the collection of all <see cref="T:Fusion.NetworkRunner"/>s.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRunner._initializeOperation">
|
|
<summary>
|
|
Completion Source for the startup Photon Cloud Operations
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsVisible">
|
|
<summary>
|
|
Change the visibility of this NetworkRunner when running in Multiple Peer Mode
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.ProvideInput">
|
|
<summary>
|
|
Indicates if this <see cref="T:Fusion.NetworkRunner"/> is collecting <see cref="T:Fusion.PlayerRef"/> <see cref="T:Fusion.INetworkInput"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.Topology">
|
|
<summary>
|
|
The current topology used
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.Simulation">
|
|
<summary>
|
|
Returns the <see cref="T:Fusion.Simulation"/> for this <see cref="T:Fusion.NetworkRunner"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.Mode">
|
|
<summary>
|
|
Returns the <see cref="T:Fusion.SimulationModes"/> flags for The type of network peer the associated <see cref="T:Fusion.Simulation"/> represents.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.Stage">
|
|
<summary>
|
|
Returns the current <see cref="T:Fusion.SimulationStages"/> stage of this <see cref="T:Fusion.Simulation"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.DeltaTime">
|
|
<summary>
|
|
Returns the fixed tick time interval. Derived from the <see cref="F:Fusion.SimulationConfig.TickRate"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.SimulationTime">
|
|
<summary>
|
|
The time the current State <see cref="T:Fusion.SimulationSnapshot"/> represents (the most recent FixedUpdateNetwork simulation).
|
|
Use as an equivalent to Unity's Time.fixedTime.
|
|
Time is relative to Tick 0 (which represents Time 0f).
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.SimulationRenderTime">
|
|
<summary>
|
|
The current time (current State.Time + Simulation.DeltaTime) for predicted objects (objects in the local time frame).
|
|
Use as an equivalent to Unity's Time.time.
|
|
Time is relative to Tick 0 (which represents Time 0f).
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.InterpolationRenderTime">
|
|
<summary>
|
|
The current time (current State.Time + Simulation.DeltaTime) for non-predicted objects (objects in a remote time frame).
|
|
Use as an equivalent to Unity's Time.time.
|
|
Time is relative to Tick 0 (which represents Time 0f).
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsRunning">
|
|
<summary>
|
|
Returns if this <see cref="T:Fusion.Simulation"/> is valid and running.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsShutdown">
|
|
<summary>
|
|
If the runner is shutdown
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsRegularShutdown">
|
|
<summary>
|
|
Are we dealing with a regular, planned shutdown.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsStarting">
|
|
<summary>
|
|
If the runner is pending to start
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsClient">
|
|
<summary>
|
|
Returns if this <see cref="T:Fusion.Simulation"/> represents a Client connection.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsConnectedToServer">
|
|
<summary>
|
|
Returns if this Client is currently connected to a Remote Server
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsServer">
|
|
<summary>
|
|
Returns if this <see cref="T:Fusion.Simulation"/> represents a Server connection.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsPlayer">
|
|
<summary>
|
|
Returns true if this runner represents a Client or Host. Dedicated servers have no local player and will return false.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsSinglePlayer">
|
|
<summary>
|
|
Returns true if this runner was started as single player (Started as <see cref="F:Fusion.SimulationModes.Host"/> with <see cref="F:Fusion.SimulationConfig.DefaultPlayers"/> = 1).
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsLastTick">
|
|
<summary>
|
|
If this is the last tick that is being executed this update
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsFirstTick">
|
|
<summary>
|
|
If this is the first tick that executes this update or re-simulation
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsForward">
|
|
<summary>
|
|
If this is not a re-simulation but a new forward tick
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsResimulation">
|
|
<summary>
|
|
If we are currently executing a client side prediction re-simulation.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.State">
|
|
<summary>
|
|
The current state of the runner, if it's Starting, Running, Shutdown
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.LocalPlayer">
|
|
<summary>
|
|
Returns a <see cref="T:Fusion.PlayerRef"/> for the local simulation. For a dedicated server <see cref="P:Fusion.PlayerRef.IsValid"/> will equal false.
|
|
PlayerRefs are assigned in order from 0 to MaxPlayers-1 and are re-used as players join and leave.
|
|
The only caveat is that the server player (if one exists), always gets the last index no matter how many clients are connected.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.Config">
|
|
<summary>
|
|
Returns the <see cref="T:Fusion.NetworkProjectConfig"/> reference.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.TicksExecuted">
|
|
<summary>
|
|
Returns how many ticks we executed last update.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.ActivePlayers">
|
|
<summary>
|
|
Returns the collection of <see cref="T:Fusion.PlayerRef"/> objects for this NetworkRunner's <see cref="T:Fusion.Simulation"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.LagCompensation">
|
|
<summary>
|
|
Returns the global instance of a lag compensation buffer <see cref="T:Fusion.HitboxManager"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Disconnect(Fusion.PlayerRef)">
|
|
<summary>
|
|
Disconnect a player from the server
|
|
</summary>
|
|
<param name="player">Player to disconnect</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Connect(Fusion.Sockets.NetAddress,System.Byte[])">
|
|
<summary>
|
|
Connect this <see cref="T:Fusion.NetworkRunner"/> as a client to a Server.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Shutdown(System.Boolean,Fusion.ShutdownReason)">
|
|
<summary>
|
|
Initiates a <see cref="M:Fusion.Simulation.Dispose"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Initialize(Fusion.NetworkRunnerInitializeArgs)">
|
|
<summary>
|
|
Starts <see cref="T:Fusion.NetworkRunner"/> using the supplied arguments.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SinglePlayerPause">
|
|
<summary>
|
|
Pauses the game in single player
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SinglePlayerContinue">
|
|
<summary>
|
|
Continues a paused game in single player
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SinglePlayerPause(System.Boolean)">
|
|
<summary>
|
|
Sets the paused state in a single player
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SetInterestGroup(Fusion.NetworkObject,Fusion.PlayerRef,System.String,System.Boolean)">
|
|
<summary>
|
|
Add or remove Player's interest in a specific named Interest Group for a specific <see cref="T:Fusion.NetworkObject"/>.
|
|
<see cref="F:Fusion.SimulationConfig.ReplicationMode"/> must be set to <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetPlayerActorId(Fusion.PlayerRef)">
|
|
<summary>
|
|
Gets Player's Actor Number (ID). Only usable in shared mode.
|
|
</summary>
|
|
<param name="player">PlayerRef to get the Actor Number (ID)</param>
|
|
<returns>Actor Number associated with the PlayerRef, otherwise null.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetPlayerUserId(Fusion.PlayerRef)">
|
|
<summary>
|
|
Gets Player's UserID. Only usable in shared mode.
|
|
</summary>
|
|
<param name="player">PlayerRef to get the UserID</param>
|
|
<returns>UserID if valid player found, otherwise null.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SetPlayerObject(Fusion.PlayerRef,Fusion.NetworkObject)">
|
|
<summary>
|
|
Sets the network object associated with this player
|
|
</summary>
|
|
<param name="player"></param>
|
|
<param name="networkObject"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetPlayerObject(Fusion.PlayerRef)">
|
|
<summary>
|
|
Gets the network object associated with a specific player
|
|
</summary>
|
|
<param name="player"></param>
|
|
<returns>Network object if one is associated with the player</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetPlayerRtt(Fusion.PlayerRef)">
|
|
<summary>
|
|
Returns the player round trip time (ping) in seconds
|
|
</summary>
|
|
<param name="playerRef">The player you want the round trip time for</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SendRpc(Fusion.SimulationMessage*)">
|
|
<summary>
|
|
Sends RPC message. Not meant to be used directly, ILWeaver calls this.
|
|
</summary>
|
|
<param name="message"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SendRpc(Fusion.SimulationMessage*,Fusion.RpcSendResult@)">
|
|
<summary>
|
|
Sends RPC message. Not meant to be used directly, ILWeaver calls this.
|
|
</summary>
|
|
<param name="message"></param>
|
|
<param name="info"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.IsPlayerValid(Fusion.PlayerRef)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="player"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.IsPlayerActive(Fusion.PlayerRef)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="player"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetAllBehaviours(System.Type)">
|
|
<summary>
|
|
Returns array of all <see cref="T:Fusion.SimulationBehaviour"/> registered with this <see cref="T:Fusion.NetworkRunner"/>.
|
|
</summary>
|
|
<param name="type"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.AddCallbacks(Fusion.INetworkRunnerCallbacks[])">
|
|
<summary>
|
|
Register an <see cref="T:Fusion.INetworkRunnerCallbacks"/> instance for callbacks from this <see cref="T:Fusion.NetworkRunner"/>.
|
|
</summary>
|
|
<param name="callbacks"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.RemoveCallbacks(Fusion.INetworkRunnerCallbacks[])">
|
|
<summary>
|
|
Unregister an <see cref="T:Fusion.INetworkRunnerCallbacks"/> instance for callbacks from this <see cref="T:Fusion.NetworkRunner"/>.
|
|
</summary>
|
|
<param name="callbacks"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SendReliableDataToPlayer(Fusion.PlayerRef,System.Byte[])">
|
|
<summary>
|
|
Send an arbitrary data buffer to a target Player
|
|
</summary>
|
|
<param name="player">Player that should receive the buffer</param>
|
|
<param name="data">Buffer to be sent</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SendReliableDataToServer(System.Byte[])">
|
|
<summary>
|
|
Send an arbitrary data buffer to the Server
|
|
</summary>
|
|
<param name="data">Buffer to be sent</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SetPlayerAlwaysInterested(Fusion.PlayerRef,Fusion.NetworkObject,System.Boolean)">
|
|
<summary>
|
|
Flags this player as always interested in this object. Means it does not have to be in a players area of interest to be replicated.
|
|
</summary>
|
|
<param name="player">The player</param>
|
|
<param name="networkObject">The object</param>
|
|
<param name="alwaysInterested">If he's always interested, or not.</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.AddPlayerAreaOfInterest(Fusion.PlayerRef,UnityEngine.Vector3,System.Single,System.Int32)">
|
|
<summary>
|
|
Adds a area of interest radius for a specific player at a position. A player can have several areas of interests added. Needs to be called every frame.
|
|
</summary>
|
|
<param name="player">The player</param>
|
|
<param name="position">Center position of the area of interest</param>
|
|
<param name="radius">Radius of the area of interest</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetInputForPlayer``1(Fusion.PlayerRef)">
|
|
<summary>
|
|
Returns the <see cref="T:Fusion.NetworkInput"/> data from player, converted to the indicated <see cref="T:Fusion.INetworkInput"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetRawInputForPlayer(Fusion.PlayerRef)">
|
|
<summary>
|
|
Returns the unconverted unsafe <see cref="T:Fusion.NetworkInput"/> for the indicated player.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.TryGetInputForPlayer``1(Fusion.PlayerRef,``0@)">
|
|
<summary>
|
|
Outputs the <see cref="T:Fusion.NetworkInput"/> from player, translated to the indicated <see cref="T:Fusion.INetworkInput"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.FindObject(Fusion.NetworkId)">
|
|
<summary>
|
|
Get the <see cref="T:Fusion.NetworkObject"/> instance for this <see cref="T:Fusion.NetworkRunner"/> from a <see cref="T:Fusion.NetworkId"/>.
|
|
</summary>
|
|
<param name="oref"></param>
|
|
<returns>null if object cannot be found.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.TryFindObject(Fusion.NetworkId,Fusion.NetworkObject@)">
|
|
<summary>
|
|
Get the <see cref="T:Fusion.NetworkObject"/> instance for this <see cref="T:Fusion.NetworkRunner"/> from a <see cref="T:Fusion.NetworkId"/>.
|
|
</summary>
|
|
<param name="oref"></param>
|
|
<param name="obj"></param>
|
|
<returns>True if object was found.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.TryFindBehaviour(Fusion.NetworkBehaviourId,Fusion.NetworkBehaviour@)">
|
|
<summary>
|
|
Get the <see cref="T:Fusion.NetworkBehaviour"/> instance for this <see cref="T:Fusion.NetworkRunner"/> from a <see cref="T:Fusion.NetworkBehaviourId"/>.
|
|
</summary>
|
|
<param name="bref"></param>
|
|
<param name="behaviour"></param>
|
|
<returns>True if object was found.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetInterpolationData(Fusion.NetworkBehaviour,System.Boolean,Fusion.InterpolationData@)">
|
|
<summary>
|
|
Gets the <see cref="T:Fusion.InterpolationData"/> for the current <see cref="T:Fusion.SimulationStages"/> stage. For use in the <see cref="T:Fusion.NetworkBehaviour"/>.Render() callback.
|
|
</summary>
|
|
<param name="behaviour"></param>
|
|
<param name="predicted">Indicate if the start and end ticks should represent predicted, or state snapshots.</param>
|
|
<param name="data"></param>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.TryGetNetworkedBehaviourFromNetworkedObjectRef``1(Fusion.NetworkId)">
|
|
<summary>
|
|
Tries to return the first instance of T found on the root of a <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
<typeparam name="T"></typeparam>
|
|
<param name="id"></param>
|
|
<returns>Returns the found component. Null if the <see cref="T:Fusion.NetworkObject"/> cannot be found, or if T cannot be found on the GameObject.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Exists(Fusion.NetworkObject)">
|
|
<summary>
|
|
Returns if the <see cref="T:Fusion.Simulation"/> contains a reference to a <see cref="T:Fusion.NetworkObject"/> in the current State <see cref="T:Fusion.SimulationSnapshot"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Exists(Fusion.NetworkId)">
|
|
<summary>
|
|
Returns if the <see cref="T:Fusion.Simulation"/> contains a <see cref="T:Fusion.NetworkObject"/> with given <paramref name="id"/> in the current State <see cref="T:Fusion.SimulationSnapshot"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.ExistsIn(Fusion.NetworkObject,Fusion.SimulationSnapshot)">
|
|
<summary>
|
|
Returns if the <see cref="T:Fusion.Simulation"/> contains a reference to a <see cref="T:Fusion.NetworkObject"/> in the specified State <see cref="T:Fusion.SimulationSnapshot"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Spawn``1(``0,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Quaternion},System.Nullable{Fusion.PlayerRef},Fusion.NetworkRunner.OnBeforeSpawned,System.Nullable{Fusion.NetworkObjectPredictionKey})">
|
|
<summary>
|
|
Attempts to network instantiate a <see cref="T:Fusion.NetworkObject"/> using a Component type that is part of a <see cref="T:Fusion.NetworkObject"/>
|
|
</summary>
|
|
<typeparam name="T">Must be a Type derived from <see cref="T:Fusion.SimulationBehaviour"/></typeparam>
|
|
<param name="prefab"><see cref="T:Fusion.SimulationBehaviour"/> used to spawn the <see cref="T:Fusion.NetworkObject"/></param>
|
|
<param name="position">Spawn Position</param>
|
|
<param name="rotation">Spawn Rotation</param>
|
|
<param name="inputAuthority">Player Input Authority</param>
|
|
<param name="onBeforeSpawned"><see cref="T:Fusion.NetworkRunner.OnBeforeSpawned"/> reference</param>
|
|
<param name="predictionKey"><see cref="T:Fusion.NetworkObjectPredictionKey"/> reference</param>
|
|
<returns><see cref="T:Fusion.NetworkObject"/> reference, or null if it was not able to spawn the object</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Spawn(Fusion.NetworkObject,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Quaternion},System.Nullable{Fusion.PlayerRef},Fusion.NetworkRunner.OnBeforeSpawned,System.Nullable{Fusion.NetworkObjectPredictionKey})">
|
|
<summary>
|
|
Attempts to network instantiate a <see cref="T:Fusion.NetworkObject"/> using a <see cref="T:Fusion.NetworkObject"/> prefab.
|
|
Note: position and rotation values are only used locally for the instantiation of the object, and are not inherently networked.
|
|
Use <see cref="T:Fusion.NetworkPositionRotation"/>, or any of its derived classes such as <see cref="T:Fusion.NetworkTransform"/> to replicate the initial transform state.
|
|
</summary>
|
|
<param name="prefab">Prefab used to spawn the <see cref="T:Fusion.NetworkObject"/></param>
|
|
<param name="position">Spawn Position</param>
|
|
<param name="rotation">Spawn Rotation</param>
|
|
<param name="inputAuthority">Player Input Authority</param>
|
|
<param name="onBeforeSpawned"><see cref="T:Fusion.NetworkRunner.OnBeforeSpawned"/> reference</param>
|
|
<param name="predictionKey"><see cref="T:Fusion.NetworkObjectPredictionKey"/> reference</param>
|
|
<returns><see cref="T:Fusion.NetworkObject"/> reference, or null if it was not able to spawn the object</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Spawn(Fusion.NetworkPrefabRef,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Quaternion},System.Nullable{Fusion.PlayerRef},Fusion.NetworkRunner.OnBeforeSpawned,System.Nullable{Fusion.NetworkObjectPredictionKey})">
|
|
<summary>
|
|
Attempts to network instantiate a <see cref="T:Fusion.NetworkObject"/> using a <see cref="T:Fusion.NetworkPrefabRef"/>.
|
|
Note: position and rotation values are only used locally for the instantiation of the object, and are not inherently networked.
|
|
Use <see cref="T:Fusion.NetworkPositionRotation"/>, or any of its derived classes such as <see cref="T:Fusion.NetworkTransform"/> to replicate the initial transform state.
|
|
</summary>
|
|
<param name="prefabRef">Prefab Ref used to spawn the <see cref="T:Fusion.NetworkObject"/></param>
|
|
<param name="position">Spawn Position</param>
|
|
<param name="rotation">Spawn Rotation</param>
|
|
<param name="inputAuthority">Player Input Authority</param>
|
|
<param name="onBeforeSpawned"><see cref="T:Fusion.NetworkRunner.OnBeforeSpawned"/> reference</param>
|
|
<param name="predictionKey"><see cref="T:Fusion.NetworkObjectPredictionKey"/> reference</param>
|
|
<returns><see cref="T:Fusion.NetworkObject"/> reference, or null if it was not able to spawn the object</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Spawn(Fusion.NetworkPrefabAsset,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Quaternion},System.Nullable{Fusion.PlayerRef},Fusion.NetworkRunner.OnBeforeSpawned,System.Nullable{Fusion.NetworkObjectPredictionKey})">
|
|
<summary>
|
|
Attempts to network instantiate a <see cref="T:Fusion.NetworkObject"/> using a <see cref="T:Fusion.NetworkPrefabAsset"/>
|
|
Note: position and rotation values are only used locally for the instantiation of the object, and are not inherently networked.
|
|
Use <see cref="T:Fusion.NetworkPositionRotation"/>, or any of its derived classes such as <see cref="T:Fusion.NetworkTransform"/> to replicate the initial transform state.
|
|
</summary>
|
|
<param name="prefabAsset">Prefab Asset used to spawn the <see cref="T:Fusion.NetworkObject"/></param>
|
|
<param name="position">Spawn Position</param>
|
|
<param name="rotation">Spawn Rotation</param>
|
|
<param name="inputAuthority">Player Input Authority</param>
|
|
<param name="onBeforeSpawned"><see cref="T:Fusion.NetworkRunner.OnBeforeSpawned"/> reference</param>
|
|
<param name="predictionKey"><see cref="T:Fusion.NetworkObjectPredictionKey"/> reference</param>
|
|
<returns><see cref="T:Fusion.NetworkObject"/> reference, or null if it was not able to spawn the object</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Spawn(Fusion.NetworkObjectGuid,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Quaternion},System.Nullable{Fusion.PlayerRef},Fusion.NetworkRunner.OnBeforeSpawned,System.Nullable{Fusion.NetworkObjectPredictionKey})">
|
|
<summary>
|
|
Attempts to network instantiate a <see cref="T:Fusion.NetworkObject"/> using a <see cref="T:Fusion.NetworkObjectGuid"/>
|
|
Note: position and rotation values are only used locally for the instantiation of the object, and are not inherently networked.
|
|
Use <see cref="T:Fusion.NetworkPositionRotation"/>, or any of its derived classes such as <see cref="T:Fusion.NetworkTransform"/> to replicate the initial transform state.
|
|
</summary>
|
|
<param name="prefabGuid">Object Guid used to spawn the <see cref="T:Fusion.NetworkObject"/></param>
|
|
<param name="position">Spawn Position</param>
|
|
<param name="rotation">Spawn Rotation</param>
|
|
<param name="inputAuthority">Player Input Authority</param>
|
|
<param name="onBeforeSpawned"><see cref="T:Fusion.NetworkRunner.OnBeforeSpawned"/> reference</param>
|
|
<param name="predictionKey"><see cref="T:Fusion.NetworkObjectPredictionKey"/> reference</param>
|
|
<returns><see cref="T:Fusion.NetworkObject"/> reference, or null if it was not able to spawn the object</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Spawn(Fusion.NetworkPrefabId,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Quaternion},System.Nullable{Fusion.PlayerRef},Fusion.NetworkRunner.OnBeforeSpawned,System.Nullable{Fusion.NetworkObjectPredictionKey})">
|
|
<summary>
|
|
Attempts to network instantiate a <see cref="T:Fusion.NetworkObject"/> using a <see cref="T:Fusion.NetworkPrefabId"/>
|
|
Note: position and rotation values are only used locally for the instantiation of the object, and are not inherently networked.
|
|
Use <see cref="T:Fusion.NetworkPositionRotation"/>, or any of its derived classes such as <see cref="T:Fusion.NetworkTransform"/> to replicate the initial transform state.
|
|
</summary>
|
|
<param name="prefabId">Prefab ID used to spawn the <see cref="T:Fusion.NetworkObject"/></param>
|
|
<param name="position">Spawn Position</param>
|
|
<param name="rotation">Spawn Rotation</param>
|
|
<param name="inputAuthority">Player Input Authority</param>
|
|
<param name="onBeforeSpawned"><see cref="T:Fusion.NetworkRunner.OnBeforeSpawned"/> reference</param>
|
|
<param name="predictionKey"><see cref="T:Fusion.NetworkObjectPredictionKey"/> reference</param>
|
|
<returns><see cref="T:Fusion.NetworkObject"/> reference, or null if it was not able to spawn the object</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Despawn(Fusion.NetworkObject,System.Boolean)">
|
|
<summary>
|
|
Destroys a <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
<param name="networkObject"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.AddOrGetGlobal``1">
|
|
<summary>
|
|
Ensures that a specific <see cref="T:Fusion.SimulationBehaviour"/> component exists on this <see cref="T:Fusion.NetworkRunner"/> gameobject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.RemoveGlobal``1">
|
|
<summary>
|
|
Removes a specific <see cref="T:Fusion.SimulationBehaviour"/> from this <see cref="T:Fusion.NetworkRunner"/> gameobject, if it exists.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.AddSimulationBehaviour(Fusion.SimulationBehaviour,Fusion.NetworkObject)">
|
|
<summary>
|
|
Register a <see cref="T:Fusion.SimulationBehaviour"/> instance with the <see cref="T:Fusion.SimulationBehaviourUpdater"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.RemoveSimulationBehavior(Fusion.SimulationBehaviour)">
|
|
<summary>
|
|
Unregister a <see cref="T:Fusion.SimulationBehaviour"/> instance from the <see cref="T:Fusion.SimulationBehaviourUpdater"/> callbacks.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Attach(Fusion.NetworkObject,System.Nullable{Fusion.PlayerRef})">
|
|
<summary>
|
|
Attaches a user created network object to the network
|
|
</summary>
|
|
<param name="networkObject">The object to attach</param>
|
|
<param name="inputAuthority">If assigned who is the default input authority for this object</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SpawnInternal(Fusion.NetworkPrefabId,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Quaternion},System.Nullable{Fusion.PlayerRef},System.Object,System.Nullable{Fusion.NetworkObjectPredictionKey})">
|
|
<summary>
|
|
Attempts to network instantiate a <see cref="T:Fusion.NetworkObject"/> using a <see cref="T:Fusion.NetworkPrefabId"/>
|
|
Note: position and rotation values are only used locally for the instantiation of the object, and are not inherently networked.
|
|
Use <see cref="T:Fusion.NetworkPositionRotation"/>, or any of its derived classes such as <see cref="T:Fusion.NetworkTransform"/> to replicate the initial transform state.
|
|
</summary>
|
|
<param name="prefabId">Prefab ID used to spawn the <see cref="T:Fusion.NetworkObject"/></param>
|
|
<param name="position">Spawn Position</param>
|
|
<param name="rotation">Spawn Rotation</param>
|
|
<param name="inputAuthority">Player Input Authority</param>
|
|
<param name="onBeforeSpawned"><see cref="T:Fusion.NetworkRunner.OnBeforeSpawned"/> reference</param>
|
|
<param name="predictionKey"><see cref="T:Fusion.NetworkObjectPredictionKey"/> reference</param>
|
|
<returns><see cref="T:Fusion.NetworkObject"/> reference, or null if it was not able to spawn the object</returns>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsHostMigrationEnabled">
|
|
<summary>
|
|
Signal if Fusion was initilized with Host Migration system enabled
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsResume">
|
|
<summary>
|
|
if this instance is a resume (host migration)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetResumeSnapshotNetworkObjects">
|
|
<summary>
|
|
Iterate over the old NetworkObjects from the Resume Snapshot
|
|
</summary>
|
|
<returns>Iterable list of <see cref="T:Fusion.NetworkObject"/></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetResumeNetworkId">
|
|
<summary>
|
|
Get the next NetworkID used while resuming the simulation
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetNetworkObjectFromResumeSnapshot(Fusion.NetworkObjectHeaderPtr)">
|
|
<summary>
|
|
Gets a temporary representation of a <see cref="T:Fusion.NetworkObject"/> from the old Server Snapshot
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SetupHostMigration(Fusion.Protocol.HostMigration)">
|
|
<summary>
|
|
Setup Host Migration information
|
|
</summary>
|
|
<param name="hostMigration"></param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.StartHostMigration(Fusion.Protocol.Snapshot)">
|
|
<summary>
|
|
Start the Host Migration process
|
|
</summary>
|
|
<param name="snapshot">Base Snapshot to be used when restarting the Host</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.Service_HostSnapshot">
|
|
<summary>
|
|
Recurring Service method that will check if the Job responsible for computing
|
|
the Server Snapshot has finished the process and will push the result for later use
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetServerSnapshot">
|
|
<summary>
|
|
Start the Snapshot build using an async process
|
|
This will return a Task that can be awaited witht the result of the operation
|
|
</summary>
|
|
<returns>Await Task that will complete with the Snapshot computation</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.BuildCompressHostSnapshotJob">
|
|
<summary>
|
|
Creates a Job to build the Server Simulation Snapshot
|
|
</summary>
|
|
<returns>Ready to use <see cref="T:Fusion.NetworkRunner.HostSnapshotCompressionJob"/></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InvokeHostMigration(Fusion.HostMigrationToken)">
|
|
<summary>
|
|
Signal the Host Migration process has started
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRunner.HostSnapshotCompressionJob">
|
|
<summary>
|
|
Unity Job responsible for computing a Server Snapshot
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsCloudReady">
|
|
<summary>
|
|
Signal if the Local Peer is connected to Photon Cloud and is able to Create/Join Room but also receive Lobby Updates
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.UserId">
|
|
<summary>
|
|
Photon Client UserID
|
|
</summary>
|
|
<remarks>Returns null if Peer is not connected to Photon Cloud</remarks>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.AuthenticationValues">
|
|
<summary>
|
|
<see cref="P:Fusion.NetworkRunner.AuthenticationValues"/> used by this Runner to Authenticate the local peer.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.GameMode">
|
|
<summary>
|
|
Current Game Mode active on the Fusion Simulation
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.SessionInfo">
|
|
<summary>
|
|
Stores information about the current running session
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.CurrentConnectionType">
|
|
<summary>
|
|
Check the current Connection Type with the Remote Server
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.NATType">
|
|
<summary>
|
|
Exposes the current NAT Type from the local Peer
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsSharedModeMasterClient">
|
|
<summary>
|
|
Signal if the Local Peer is in a Room and is the Room Master Client
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRunner._cloudOperation">
|
|
<summary>
|
|
Completion Source for the startup Photon Cloud Operations
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkRunner._cloudServices">
|
|
<summary>
|
|
Responsible to manage the Photon Cloud related Services
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.JoinSessionLobby(Fusion.SessionLobby,System.String,Fusion.Photon.Realtime.AuthenticationValues,Fusion.Photon.Realtime.AppSettings)">
|
|
<summary>
|
|
Join the Peer to a specific Lobby, either a prebuild or a custom one
|
|
</summary>
|
|
<param name="sessionLobby">Lobby Type to Join</param>
|
|
<param name="lobbyID">Lobby ID</param>
|
|
<param name="authentication">Authentication Values used to authenticate this peer</param>
|
|
<param name="customAppSettings">Custom Photon Application Settings</param>
|
|
<returns>Async Task to Join a Session Lobby. Can be used to wait for the process to be finished.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.StartGame(Fusion.StartGameArgs)">
|
|
<summary>
|
|
Starts the local Fusion Runner and takes care of all major setup necessary
|
|
</summary>
|
|
<param name="args">Custom arguments used to setup the Fusion Simulation</param>
|
|
<returns>Task that can be awaited to chain actions</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.ConnectToCloud(Fusion.Photon.Realtime.AuthenticationValues,Fusion.Photon.Realtime.AppSettings,Fusion.CloudCommunicator)">
|
|
<summary>
|
|
Connect the local peer to Photon Cloud using an async process.
|
|
</summary>
|
|
<param name="authentication">Authentication Values used to authenticate this peer</param>
|
|
<param name="customAppSettings">Custom Photon Application Settings</param>
|
|
<param name="externalCommunicator">External Communicator that will be reused on restart</param>
|
|
<returns>Async Task of the connect to Photon Cloud process. Can be used to wait for the process to be finished.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.DisconnectFromCloud">
|
|
<summary>
|
|
Disconnect the Peer from Photon Cloud
|
|
|
|
If the Cloud Services were not initialized, it just returns immediately
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.StartGameModeSinglePlayer(Fusion.StartGameArgs)">
|
|
<summary>
|
|
Start Fusion in Single Player Mode
|
|
</summary>
|
|
<param name="args">Initialization Arguments</param>
|
|
<returns>A running Task of the initialization process</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.StartGameModeCloud(Fusion.StartGameArgs)">
|
|
<summary>
|
|
Start Fusion in one of the Cloud Game Modes
|
|
</summary>
|
|
<param name="args">Initialization Arguments</param>
|
|
<returns>A running Task of the initialization process</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.ShutdownWithException(System.Exception)">
|
|
<summary>
|
|
Shutdown the Fusion Runner based on a arbitrary Exception
|
|
</summary>
|
|
<param name="e">Exception used as base for the Shutdown procedure</param>
|
|
<returns>Awaitable Task of the Shutdown procedure</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InvokeSessionListUpdated(System.Collections.Generic.List{Fusion.SessionInfo})">
|
|
<summary>
|
|
Signal an update on the list of <see cref="P:Fusion.NetworkRunner.SessionInfo"/>
|
|
</summary>
|
|
<param name="sessionList">New Session Info</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InvokeCustomAuthenticationResponse(System.Collections.Generic.Dictionary{System.String,System.Object})">
|
|
<summary>
|
|
Signal an update on the list of <see cref="P:Fusion.NetworkRunner.SessionInfo"/>
|
|
</summary>
|
|
<param name="data">Custom Authentication Response</param>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.CurrentScene">
|
|
<summary>
|
|
Returns the current loaded network scene.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.SimulationUnityScene">
|
|
<summary>
|
|
Returns the Unity scene for this <see cref="T:Fusion.NetworkRunner"/>. With <see cref="F:Fusion.NetworkProjectConfig.PeerModes.Multiple"/>, multiple physics scenes may exist, and this getter should be used in place of SceneManager.GetActiveScene().
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.MultiplePeerUnityScene">
|
|
<summary>
|
|
A scene used when run in <see cref="F:Fusion.NetworkProjectConfig.PeerModes.Multiple"/> mode.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunner.IsMultiplePeerSceneTemp">
|
|
<summary>
|
|
Signal if this Runner is already in a Temp Physics Scene
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.SetActiveScene(Fusion.SceneRef)">
|
|
<summary>
|
|
Update the current Active Scene
|
|
</summary>
|
|
<param name="scene"><see cref="T:Fusion.SceneRef"/> to be activated</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InvokeSceneLoadStart">
|
|
<summary>
|
|
Invoke <see cref="M:Fusion.INetworkRunnerCallbacks.OnSceneLoadStart(Fusion.NetworkRunner)"/> on all implementations
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InvokeSceneLoadDone">
|
|
<summary>
|
|
Invoke <see cref="M:Fusion.INetworkRunnerCallbacks.OnSceneLoadDone(Fusion.NetworkRunner)"/> on all implementations
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetRunnerForGameObject(UnityEngine.GameObject)">
|
|
<summary>
|
|
Get the <see cref="T:Fusion.NetworkRunner"/> a GameObject instance belongs to.
|
|
</summary>
|
|
<param name="gameObject">GameObject to check for a <see cref="T:Fusion.NetworkRunner"/></param>
|
|
<returns><see cref="T:Fusion.NetworkRunner"/> reference, or null if not found</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetRunnerForScene(UnityEngine.SceneManagement.Scene)">
|
|
<summary>
|
|
Get the <see cref="T:Fusion.NetworkRunner"/> from a specific Scene
|
|
</summary>
|
|
<param name="scene">Scene to check for a <see cref="T:Fusion.NetworkRunner"/></param>
|
|
<returns><see cref="T:Fusion.NetworkRunner"/> reference, or null if not found</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.TryMultiplePeerAssignTempScene">
|
|
<summary>
|
|
Try to create a temp empty scene for PhysicsScene
|
|
</summary>
|
|
<returns>false if the runner was on the temp scene already, true otherwise.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetPhysicsScene">
|
|
<summary>
|
|
Get the 3D Physics scene being used by this Runner.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetPhysicsScene2D">
|
|
<summary>
|
|
Get the 2D Physics scene being used by this Runner.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InstantiateInRunnerScene(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion)">
|
|
<summary>
|
|
Instantiates an object in the scene of this runner
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InstantiateInRunnerScene(UnityEngine.GameObject)">
|
|
<summary>
|
|
Instantiates an object in the scene of this runner
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InstantiateInRunnerScene``1(``0)">
|
|
<summary>
|
|
Instantiates an object in the scene of this runner
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.InstantiateInRunnerScene``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion)">
|
|
<summary>
|
|
Instantiates an object in the scene of this runner
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.MoveToRunnerScene``1(``0)">
|
|
<summary>
|
|
Moves an object to the scene of this runner
|
|
</summary>
|
|
<typeparam name="T"></typeparam>
|
|
<param name="component">Component of object to move</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.MoveToRunnerScene(UnityEngine.GameObject)">
|
|
<summary>
|
|
Moves an object to the scene of this runner
|
|
</summary>
|
|
<param name="go">Object to move</param>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.EnsureRunnerSceneIsActive(UnityEngine.SceneManagement.Scene@)">
|
|
<summary>
|
|
If running in <see cref="F:Fusion.NetworkProjectConfig.PeerModes.Multiple"/> peer mode and the current active
|
|
scene is different than <see cref="P:Fusion.NetworkRunner.MultiplePeerUnityScene"/>, switches active scene to <see cref="P:Fusion.NetworkRunner.MultiplePeerUnityScene"/>,
|
|
stores the previous active scene in <paramref name="previousActiveScene"/> and returns true.
|
|
Returns false otherwise.
|
|
</summary>
|
|
<param name="previousActiveScene"></param>
|
|
<returns>True if an actual change occurred.</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunner.GetRunnerForScene(System.Int32)">
|
|
<summary>
|
|
Retrieve the associated <see cref="T:Fusion.NetworkRunner"/> with an specific Scene
|
|
</summary>
|
|
<param name="sceneHandle">Scene handler to check</param>
|
|
<returns><see cref="T:Fusion.NetworkRunner"/> reference, or null if not found</returns>
|
|
</member>
|
|
<member name="T:Fusion.HostMigrationToken">
|
|
<summary>
|
|
Transitory Holder with all necessary information to restart the Fusion Runner
|
|
after the Host Migration has completed
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.HostMigrationToken.GameMode">
|
|
<summary>
|
|
New GameMode the local peer will assume after the Host Migration
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.StartGameArgs">
|
|
<summary>
|
|
Fusion Start Arguments, used to configure the
|
|
simulation mode and other settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.GameMode">
|
|
<summary>
|
|
Game Mode in which this peer will start
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.SessionName">
|
|
<summary>
|
|
Photon Cloud Session Name used either to Create or Join a Session
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.Address">
|
|
<summary>
|
|
Binding Address
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.ObjectPool">
|
|
<summary>
|
|
Object pool to use
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.SceneObjectProvider">
|
|
<summary>
|
|
Custom <see cref="T:Fusion.INetworkSceneObjectProvider"/> reference
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.Config">
|
|
<summary>
|
|
Custom <see cref="T:Fusion.NetworkProjectConfig"/> used to start the simulation
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.PlayerCount">
|
|
<summary>
|
|
Number of players allowed to connect to this peer, when running in Server Mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.Scene">
|
|
<summary>
|
|
Scene that will be set as the starting Scene when running in Server Mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.Initialized">
|
|
<summary>
|
|
Callback that is invoked when the Fusion has fully started
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.DisableNATPunchthrough">
|
|
<summary>
|
|
Flag to disable the NAT Punchthrough implementation and connect only via Relay
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.CustomCallbackInterfaces">
|
|
<summary>
|
|
User defined callback interfaces we will provide O(1) constant time lookup for
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.ConnectionToken">
|
|
<summary>
|
|
Connection token sent by client to server. Not used in shared mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.SessionProperties">
|
|
<summary>
|
|
Custom Session Properties.
|
|
This dictionary can be used to either setup the initial Session Properties when creating a Session
|
|
but also to set the matchmaking filters when joining a Random Session.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.CustomLobbyName">
|
|
<summary>
|
|
Session Custom Lobby to be published in
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.CustomSTUNServer">
|
|
<summary>
|
|
Specify a Custom STUN Server used to Resolve the peer Reflexive Addresses
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.AuthValues">
|
|
<summary>
|
|
Custom Authentication Data
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.CustomPhotonAppSettings">
|
|
<summary>
|
|
Custom Photon Application Settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.DisableClientSessionCreation">
|
|
<summary>
|
|
Disables the Session creation when starting a Client with an specific Session Name
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.HostMigrationToken">
|
|
<summary>
|
|
Host Migration Token used when restarting the Fusion Simulation
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.StartGameArgs.HostMigrationResume">
|
|
<summary>
|
|
Callback invoked when the new Host is migrating from the old Host state
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.GameMode">
|
|
<summary>
|
|
Fusion Game Mode.
|
|
|
|
Used to select how the local simulation will act.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.GameMode.Single">
|
|
<summary>
|
|
Single Player Mode: it works very similar to <see cref="F:Fusion.GameMode.Host"/> Mode, but don't accept any connections.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.GameMode.Shared">
|
|
<summary>
|
|
Shared Mode: starts a Game Client, which will connect to a Game Server running in the Photon Cloud using the Fusion Plugin.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.GameMode.Server">
|
|
<summary>
|
|
Server Mode: starts a Dedicated Game Server with no local player.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.GameMode.Host">
|
|
<summary>
|
|
Host Mode: starts a Game Server and allows a local player.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.GameMode.Client">
|
|
<summary>
|
|
Client Mode: starts a Game Client, which will connect to a peer in either <see cref="F:Fusion.GameMode.Server"/> or <see cref="F:Fusion.GameMode.Host"/> Modes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.GameMode.AutoHostOrClient">
|
|
<summary>
|
|
Automatically start as Host or Client. The first peer to connect to a room will be started as a Host, all others will connect as clients.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.ConnectionType">
|
|
<summary>
|
|
Defines the type of the current connection with the Remote Peer,
|
|
either the Server or a Client
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ConnectionType.None">
|
|
<summary>
|
|
No connection is currently active
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ConnectionType.Relayed">
|
|
<summary>
|
|
Connection was accomplished using the Photon Relay Services
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ConnectionType.Direct">
|
|
<summary>
|
|
Connection was accomplished directly with the remote peer
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SessionLobby">
|
|
<summary>
|
|
Session Lobby Type
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SessionLobby.Invalid">
|
|
<summary>
|
|
Invalid Session Lobby Type
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SessionLobby.ClientServer">
|
|
<summary>
|
|
ClientServer Lobby
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SessionLobby.Shared">
|
|
<summary>
|
|
Shared Lobby
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SessionLobby.Custom">
|
|
<summary>
|
|
Custom Lobby - works in conjuction with a Lobby Name/ID
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SessionInfo">
|
|
<summary>
|
|
Holds information about the Game Session
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SessionInfo.IsValid">
|
|
<summary>
|
|
Flag to signal if the <see cref="T:Fusion.SessionInfo"/> is ready for use
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SessionInfo.Name">
|
|
<summary>
|
|
Stores the current Room Name
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SessionInfo.Region">
|
|
<summary>
|
|
Stores the current connected Region
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SessionInfo.IsVisible">
|
|
<summary>
|
|
Signal if the current connected Room is visible
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SessionInfo.IsOpen">
|
|
<summary>
|
|
Signal if the current connected Room is open
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SessionInfo.Properties">
|
|
<summary>
|
|
Room Custom Properties
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SessionInfo.PlayerCount">
|
|
<summary>
|
|
Current number of peers inside this Session, this includes the Server/Host and Clients
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SessionInfo.MaxPlayers">
|
|
<summary>
|
|
Max number of peer that can join this Session, this value always include an extra slot for the Server/Host
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.SessionInfo.op_Implicit(Fusion.SessionInfo)~System.Boolean">
|
|
<summary>
|
|
Check if the <see cref="T:Fusion.SessionInfo"/> reference is not Null and is Valid.
|
|
</summary>
|
|
<param name="sessionInfo"></param>
|
|
</member>
|
|
<member name="M:Fusion.SessionInfo.UpdateCustomProperties(System.Collections.Generic.Dictionary{System.String,Fusion.SessionProperty})">
|
|
<summary>
|
|
Update or change the Custom Properties of the current joined Room
|
|
</summary>
|
|
<param name="customProperties">New custom properties</param>
|
|
</member>
|
|
<member name="M:Fusion.SessionInfo.ToString">
|
|
<summary>
|
|
String representation of a <see cref="T:Fusion.SessionInfo"/>
|
|
</summary>
|
|
<returns>Formatted <see cref="T:Fusion.SessionInfo"/></returns>
|
|
</member>
|
|
<member name="T:Fusion.StartGameResult">
|
|
<summary>
|
|
Represents the result of starting the Fusion Simulation
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.StartGameResult.Ok">
|
|
<summary>
|
|
Signal if the Start was OK
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.StartGameResult.ShutdownReason">
|
|
<summary>
|
|
Start Game Shutdown Reason
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.StartGameResult.ToString">
|
|
<summary>
|
|
StartGameResult to String
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Fusion.StartGameException">
|
|
<summary>
|
|
Describe an Exception that Occurred while starting the Fusion Simulation
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.StartGameException.ShutdownReason">
|
|
<summary>
|
|
ShutdownReason that caused this exception
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.StartGameException.ToString">
|
|
<summary>
|
|
StartGameException to String
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.StartGameException.Convert(System.Exception)">
|
|
<summary>
|
|
Convert arbitrary Exceptions into a StartGameException to public use
|
|
</summary>
|
|
<param name="e">Exception to be converted</param>
|
|
<returns>Reference to a StartGameException holding a ShutdownReason</returns>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRunnerCallbackArgs">
|
|
<summary>
|
|
Stores data types used on the <see cref="T:Fusion.INetworkRunnerCallbacks"/> interface
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkRunnerCallbackArgs.ConnectRequest">
|
|
<summary>
|
|
Data holder of a Connection Request from a remote client
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkRunnerCallbackArgs.ConnectRequest.RemoteAddress">
|
|
<summary>
|
|
Address of the remote client
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunnerCallbackArgs.ConnectRequest.Accept">
|
|
<summary>
|
|
Accepts the Request
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkRunnerCallbackArgs.ConnectRequest.Refuse">
|
|
<summary>
|
|
Refuses the Request
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.ShutdownReason">
|
|
<summary>
|
|
Describes a list of Reason why the Fusion Runner was Shutdown
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.Ok">
|
|
<summary>
|
|
OK Reason means Fusion was Shutdown by request
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.Error">
|
|
<summary>
|
|
Shutdown was caused by some internal error
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.IncompatibleConfiguration">
|
|
<summary>
|
|
Raised when the peer tries to Join a Room with a mismatching type between ClientServer Mode and Shared Mode.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.ServerInRoom">
|
|
<summary>
|
|
Raised when the local peer started as a Server and tried to join a Room that already has a Server peer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.DisconnectedByPluginLogic">
|
|
<summary>
|
|
Raised when the Peer is disconnected or kicked by a Plugin Logic.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.GameClosed">
|
|
<summary>
|
|
Raised when the Game the Peer is trying to Join is Closed
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.GameNotFound">
|
|
<summary>
|
|
Raised when the Game the Peer is trying to Join does not exist
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.MaxCcuReached">
|
|
<summary>
|
|
Raised when all CCU available for the Photon Application are in use
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.InvalidRegion">
|
|
<summary>
|
|
Raised when the peer is trying to connect to an unavailable or non-existent Region
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.GameIdAlreadyExists">
|
|
<summary>
|
|
Raised when a Session with the same name was already created
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.GameIsFull">
|
|
<summary>
|
|
Raised when a peer is trying to join a Room with already the max capacity of players
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.InvalidAuthentication">
|
|
<summary>
|
|
Raised when the Authentication Values are invalid
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.CustomAuthenticationFailed">
|
|
<summary>
|
|
Raised when the Custom Authentication has failed for some other reason
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.AuthenticationTicketExpired">
|
|
<summary>
|
|
Raised when the Authentication Ticket has expired
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.PhotonCloudTimeout">
|
|
<summary>
|
|
Timeout on the Connection with the Photon Cloud
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.AlreadyRunning">
|
|
<summary>
|
|
Raised when Fusion is already running and the StartGame is invoked again
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.InvalidArguments">
|
|
<summary>
|
|
Raised when any of the StartGame arguments does not meet the requirements
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.ShutdownReason.HostMigration">
|
|
<summary>
|
|
Signal this Runner is shutting down because of a Host Migration is about to happen
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.INetworkRunnerCallbacks">
|
|
<summary>
|
|
Interface for <see cref="T:Fusion.NetworkRunner"/> callbacks.
|
|
Register a class/struct instance which implements this interface with <see cref="M:Fusion.NetworkRunner.AddCallbacks(Fusion.INetworkRunnerCallbacks[])"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnPlayerJoined(Fusion.NetworkRunner,Fusion.PlayerRef)">
|
|
<summary>
|
|
Callback from a <see cref="T:Fusion.NetworkRunner"/> when a new player has joined.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnPlayerLeft(Fusion.NetworkRunner,Fusion.PlayerRef)">
|
|
<summary>
|
|
Callback from a <see cref="T:Fusion.NetworkRunner"/> when a player has disconnected.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnInput(Fusion.NetworkRunner,Fusion.NetworkInput)">
|
|
<summary>
|
|
Callback from <see cref="T:Fusion.NetworkRunner"/> that polls for user inputs.
|
|
The <see cref="T:Fusion.NetworkInput"/> that is supplied expects:
|
|
<code>
|
|
input.Set(new CustomINetworkInput() { /* your values */ });
|
|
</code>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnInputMissing(Fusion.NetworkRunner,Fusion.PlayerRef,Fusion.NetworkInput)">
|
|
<summary>
|
|
|
|
</summary>
|
|
<param name="runner"></param>
|
|
<param name="input"></param>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnShutdown(Fusion.NetworkRunner,Fusion.ShutdownReason)">
|
|
<summary>
|
|
Called when the runner is shutdown
|
|
</summary>
|
|
<param name="runner">The runner being shutdown</param>
|
|
<param name="shutdownReason">Describes the reason Fusion was Shutdown</param>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnConnectedToServer(Fusion.NetworkRunner)">
|
|
<summary>
|
|
Callback when <see cref="T:Fusion.NetworkRunner"/> successfully connects to a server or host.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnDisconnectedFromServer(Fusion.NetworkRunner)">
|
|
<summary>
|
|
Callback when <see cref="T:Fusion.NetworkRunner"/> disconnects from a server or host.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnConnectRequest(Fusion.NetworkRunner,Fusion.NetworkRunnerCallbackArgs.ConnectRequest,System.Byte[])">
|
|
<summary>
|
|
Callback when <see cref="T:Fusion.NetworkRunner"/> receives a Connection Request from a Remote Client
|
|
</summary>
|
|
<param name="runner">Local NetworkRunner</param>
|
|
<param name="request">Request information</param>
|
|
<param name="token">Request Token</param>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnConnectFailed(Fusion.NetworkRunner,Fusion.Sockets.NetAddress,Fusion.Sockets.NetConnectFailedReason)">
|
|
<summary>
|
|
Callback when <see cref="T:Fusion.NetworkRunner"/> fails to connect to a server or host.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnUserSimulationMessage(Fusion.NetworkRunner,Fusion.SimulationMessagePtr)">
|
|
<summary>
|
|
This callback is invoked when a manually dispatched simulation message is received from a remote peer
|
|
</summary>
|
|
<param name="runner">The runner this message is for</param>
|
|
<param name="message">The message pointer</param>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnSessionListUpdated(Fusion.NetworkRunner,System.Collections.Generic.List{Fusion.SessionInfo})">
|
|
<summary>
|
|
This callback is invoked when a new List of Sessions is received from Photon Cloud
|
|
</summary>
|
|
<param name="runner">The runner this object exists on</param>
|
|
<param name="sessionList">Updated list of Session</param>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnCustomAuthenticationResponse(Fusion.NetworkRunner,System.Collections.Generic.Dictionary{System.String,System.Object})">
|
|
<summary>
|
|
Callback is invoked when the Authentication procedure returns a response from the Authentication Server
|
|
</summary>
|
|
<param name="runner">The runner this object exists on</param>
|
|
<param name="data">Custom Authentication Reply Values</param>
|
|
</member>
|
|
<member name="M:Fusion.INetworkRunnerCallbacks.OnHostMigration(Fusion.NetworkRunner,Fusion.HostMigrationToken)">
|
|
<summary>
|
|
Callback is invoked when the Host Migration process has started
|
|
</summary>
|
|
<param name="runner">The runner this object exists on</param>
|
|
<param name="hostMigrationToken">Migration Token that stores all necessary information to restart the Fusion Runner</param>
|
|
</member>
|
|
<member name="T:Fusion.AccuracyDefaults">
|
|
<summary>
|
|
Class that contains global accuracy information.
|
|
Built-in named defaults can be edited, or custom named defaults can be created.
|
|
These defaults allow you to change accuracy settings across an entire project.
|
|
<para>These values can be changed in the <see cref="T:Fusion.NetworkProjectConfig"/>.</para>
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.AccuracyDefaults.UNCOMPRESSED">
|
|
<summary>
|
|
The named built-in default for Uncompressed. This cannot be changed and will always have a value of 0.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.AccuracyDefaults.DEFAULT">
|
|
<summary>
|
|
The named built-in general default.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.AccuracyDefaults.POSITION">
|
|
<summary>
|
|
The named built-in default for Position.
|
|
This value is used by built-in components like <see cref="T:Fusion.NetworkTransform"/> and <see cref="T:Fusion.NetworkRigidbody"/>,
|
|
but may be used for your own components as well.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.AccuracyDefaults.ROTATION">
|
|
<summary>
|
|
The named built-in default for Rotation.
|
|
This value is used by built-in components like <see cref="T:Fusion.NetworkTransform"/> and <see cref="T:Fusion.NetworkRigidbody"/>,
|
|
but may be used for your own components as well.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.AccuracyDefaults.NORMALIZED_TIME">
|
|
<summary>
|
|
The named built-in default for NormalizedTime.
|
|
This value is used by built-in components like <see cref="T:Fusion.NetworkMecanimAnimator"/>,
|
|
but may be used for your own components as well.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.AccuracyDefaults.DEFAULT_ACCURACY">
|
|
<summary>
|
|
The standard default fall back value for Accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.AccuracyDefaults.DEFAULT_UNCOMPRESSED_VALUE">
|
|
<summary>
|
|
The fixed value that represents uncompressed.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.AccuracyDefaults.ZeroHashRemap">
|
|
<summary>
|
|
Which hash should a hash value of zero (the struct default value) remap to.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.AccuracyDefaults.ZeroHashNameRemap">
|
|
<summary>
|
|
Which tag name should a zero hash (the struct default value) remap to.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.AccuracyDefaults.ZeroHashAccuracyRemap">
|
|
<summary>
|
|
Which accuracy value should a zero hash (the struct default value) remap to.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.AccuracyDefaults.TryGetAccuracy(System.Int32,Fusion.Accuracy@)">
|
|
<summary>
|
|
Attempts to get an accuracy from a hash value.
|
|
</summary>
|
|
<returns>Returns false if the hash is invalid (hash 0 is considered valid, and remaps to <see cref="P:Fusion.AccuracyDefaults.ZeroHashAccuracyRemap"/>)</returns>
|
|
</member>
|
|
<member name="T:Fusion.Simulation">
|
|
<summary>
|
|
Main simulation class
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsResimulation">
|
|
<summary>
|
|
Use inside of FixedUpdateNetwork to determine if the tick currently being simulated has previously been simulated locally.
|
|
Resimulation occurs in client prediction when new states arrive from the StateAuthority.
|
|
Networked objects are set to the most current authority state tick, and simulations are repeated from that tick to the local current tick.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsLastTick">
|
|
<summary>
|
|
Use in conjunction with IsResimulation/IsForward inside of FixedUpdateNetwork to determine if the current tick being simulated
|
|
is the last tick of the resimulation or forward phase of the simulation loop.
|
|
<para>
|
|
'Resimulation' describes simulating a tick that has been previously been simulated.<br></br>
|
|
'Forward' describes simulating a tick that is being simulated for the first time locally.<br></br>
|
|
'Prediction' describes simulating ticks higher than the most current known StateAuthority snapshot tick.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsFirstTick">
|
|
<summary>
|
|
Use in conjunction with IsResimulation/IsForward inside of FixedUpdateNetwork to determine if the current tick being simulated
|
|
is the first tick of the resimulation or forward phase of the simulation loop.
|
|
<para>
|
|
'Resimulation' describes simulating a tick that has been previously been simulated.<br></br>
|
|
'Forward' describes simulating a tick that is being simulated for the first time locally.<br></br>
|
|
'Prediction' describes simulating ticks higher than the most current known StateAuthority snapshot tick.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsForward">
|
|
<summary>
|
|
Use inside of FixedUpdateNetwork to determine if the tick currently being simulated has NOT previously been simulated locally.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsLocalPlayerFirstExecution">
|
|
<summary>
|
|
True if the current stage of the simulation loop is Forward. False during resimulations.
|
|
<para>
|
|
'Resimulation' describes simulating a tick that has been previously been simulated.<br></br>
|
|
'Forward' describes simulating a tick that is being simulated for the first time locally.<br></br>
|
|
'Prediction' describes simulating ticks higher than the most current known StateAuthority snapshot tick.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.Tick">
|
|
<summary>
|
|
The tick associated with the current state of networked objects.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.Topology">
|
|
<summary>
|
|
Indicates if a Server/Client or Shared Mode (relay server) topology is being used.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.Mode">
|
|
<summary>
|
|
Gets the <see cref="T:Fusion.SimulationModes"/> flags for The type of network peer this simulation represents.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.Stage">
|
|
<summary>
|
|
Gets the current <see cref="T:Fusion.SimulationStages"/> value.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.Config">
|
|
<summary>
|
|
The <see cref="T:Fusion.SimulationConfig"/> file used by this <see cref="T:Fusion.Simulation"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.ProjectConfig">
|
|
<summary>
|
|
The <see cref="T:Fusion.NetworkProjectConfig"/> file used by this <see cref="T:Fusion.Simulation"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.DeltaTime">
|
|
<summary>
|
|
Gets the fixed tick time interval. Derived from the <see cref="F:Fusion.SimulationConfig.TickRate"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsClient">
|
|
<summary>
|
|
If this peer is a client. True for client peers in Server/Client topologies, and true for all peers in Shared Mode.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsServer">
|
|
<summary>
|
|
If this peer is the server. True for the Server or Host peer in Server/Client topologies, and always false for all peers in Shared Mode (the relay is the server).
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsPlayer">
|
|
<summary>
|
|
True for any peer that represents a human player. This is true for all peers except a dedicated server.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsSinglePlayer">
|
|
<summary>
|
|
Indicates that this simulation is operating in Single Player mode, which is a Host that accepts no connections.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsMasterClient">
|
|
<summary>
|
|
Only valid in Shared Mode. Indicates if this peer is flagged as the MasterClient, which means it is default StateAuthority
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.IsRunning">
|
|
<summary>
|
|
Signal if the Simulation is currently running
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.Simulation.LocalAddress">
|
|
<summary>
|
|
Bound Address of the internal socket
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Simulation.SetPlayerAlwaysInterested(Fusion.PlayerRef,Fusion.NetworkId,System.Boolean)">
|
|
<summary>
|
|
Add or remove specific player interest in a NetworkObject.
|
|
<para>
|
|
<see cref="F:Fusion.SimulationConfig.ReplicationMode"/> must be set to <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/>.
|
|
</para>
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Simulation.Update(System.Double)">
|
|
<summary>
|
|
Forwards the Simulation based on the Delta Time
|
|
</summary>
|
|
<param name="dt">Delta Time used to forward the simulation</param>
|
|
<returns>How many Ticks executed on this Update</returns>
|
|
</member>
|
|
<member name="T:Fusion.Simulation.Statistics.StatSourceTypes">
|
|
<summary>
|
|
Engine sources for <see cref="T:Fusion.IStatsBuffer"/> statistics.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Simulation.Statistics.NetStats">
|
|
<summary>
|
|
<see cref="T:Fusion.IStatsBuffer"/> telemetry available for the sockets layer.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Simulation.Statistics.NetStatFlags">
|
|
<summary>
|
|
<see cref="T:Fusion.Simulation.Statistics.NetStats"/> as Flags.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Simulation.Statistics.ObjStats">
|
|
<summary>
|
|
<see cref="T:Fusion.IStatsBuffer"/> telemetry available for a <see cref="T:Fusion.NetworkObject"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Simulation.Statistics.ObjStatFlags">
|
|
<summary>
|
|
<see cref="T:Fusion.Simulation.Statistics.ObjStats"/> as Flags.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Simulation.Statistics.SimStats">
|
|
<summary>
|
|
<see cref="T:Fusion.IStatsBuffer"/> telemetry available for <see cref="T:Fusion.Simulation"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.Simulation.Statistics.SimStatFlags">
|
|
<summary>
|
|
<see cref="T:Fusion.Simulation.Statistics.SimStats"/> as Flags.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Simulation.Statistics.GetStatBuffer(Fusion.Simulation.Statistics.SimStats)">
|
|
<summary>
|
|
Returns the requested <see cref="T:Fusion.Simulation.Statistics.FloatStatsBuffer"/> associated with this <see cref="T:Fusion.Simulation"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.Simulation.Statistics.GetStatBuffer(Fusion.Simulation.Statistics.NetStats,Fusion.NetworkRunner)">
|
|
<summary>
|
|
Returns the requested <see cref="T:Fusion.IStatsBuffer"/> associated with this <see cref="T:Fusion.Simulation"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RpcSendMessageResult">
|
|
<summary>
|
|
Result flags for the RPC message send operation.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendMessageResult.SentToServerForForwarding">
|
|
<summary>
|
|
Client sent to the server, server will send to the target client.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendMessageResult.SentToTargetClient">
|
|
<summary>
|
|
Server sent to a specific client (a targeted message).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendMessageResult.SentBroadcast">
|
|
<summary>
|
|
Server attempted to send to all the clients and at least one succeeded.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendMessageResult.NotSentTargetObjectNotConfirmed">
|
|
<summary>
|
|
Target object not confirmed on the client.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendMessageResult.NotSentTargetObjectNotInPlayerInterest">
|
|
<summary>
|
|
Target object not in client's interest. Likely due to being outside of player's AOI region, or needs to be explicitly set as always interested.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendMessageResult.NotSentTargetClientNotAvailable">
|
|
<summary>
|
|
Target client not connected (a targeted message).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendMessageResult.NotSentBroadcastNoActiveConnections">
|
|
<summary>
|
|
Server attempted to send to all the clients, but none was connected.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RpcSendMessageResult.NotSentBroadcastNoConfirmedNorInterestedClients">
|
|
<summary>
|
|
Server attempted to send to all the clients, but the target object is not confirmed/not in Object Interest for all target clients.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationConfig">
|
|
<summary>
|
|
Project configuration settings specific to how the Simulation class behaves.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationConfig.Topologies">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.Topologies.ClientServer">
|
|
<summary>
|
|
Classic server and client model
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.Topologies.Shared">
|
|
<summary>
|
|
Relay based shared world model
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationConfig.StateReplicationModes">
|
|
<summary>
|
|
Enumerates the types of state replication available.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.StateReplicationModes.DeltaSnapshots">
|
|
<summary>
|
|
Server Authoritative, Delta Snapshots send the complete world state from every network tick. This produces the highest accuracy simulation replication,
|
|
but may not be suitable for higher object and player counts.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency">
|
|
<summary>
|
|
Server Authoritative, Eventual Consistency allows for partial/culled state transmission, which may be necessary for implementing Area of Interest,
|
|
high networked object counts, or high player counts.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.InputDataWordCount">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.TickRate">
|
|
<summary>
|
|
The update rate of the simulation in Hz (ticks per second).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.DefaultPlayers">
|
|
<summary>
|
|
The default number of players allowed to join a game instance. Can also be changed in code when starting Fusion.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.ReplicationMode">
|
|
<summary>
|
|
Determines which <see cref="T:Fusion.SimulationConfig.StateReplicationModes"/> mode will be used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.Topology">
|
|
<summary>
|
|
The topology used
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.HostMigration">
|
|
<summary>
|
|
If, in host mode, we should allow host migration if the current host leaves.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.ObjectInterest">
|
|
<summary>
|
|
Selects if Object Interest should be used when running in <see cref="F:Fusion.SimulationConfig.StateReplicationModes.EventualConsistency"/> mode.
|
|
When enabled, clients will only receive updates for objects which they have interest in.
|
|
How interest is determined for each <see cref="T:Fusion.NetworkObject"/> is based on its <see cref="F:Fusion.NetworkObject.ObjectInterest"/> mode setting.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.SimulationCulling">
|
|
<summary>
|
|
Uses area of interest queries to cull execution of Fixed Update Network for objects outside of any players area of interest.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationConfig.InputTotalWordCount">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationConfig.ServerTickMultiplier">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationConfig.DeltaTime">
|
|
<summary>
|
|
Returns the inverse of TickRate. The time (in seconds) between simulation ticks.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationConfig.ServerDeltaTime">
|
|
<summary>
|
|
Returns (<see cref="P:Fusion.SimulationConfig.DeltaTime"/> * <see cref="P:Fusion.SimulationConfig.ServerTickMultiplier"/>).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.ServerPacketInterval">
|
|
<summary>
|
|
This value times <see cref="F:Fusion.SimulationConfig.TickRate">TickRate</see> determines the network send rate for the server.
|
|
A value of 1 instructs the server to send state updates to clients every simulation tick.
|
|
Values greater than 1 will send a input/state updates every N ticks.
|
|
Higher values reduce data usage, in exchange for increased latency and reduced state sync accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationConfig.ClientPacketInterval">
|
|
<summary>
|
|
This value times <see cref="F:Fusion.SimulationConfig.TickRate">TickRate</see> determines the network send rate for clients.
|
|
A value of 1 instructs clients to send input/state updates to the server every simulation tick.
|
|
Values greater than 1 will send an update every N ticks.
|
|
Higher values reduce data usage, in exchange for increased latency and reduced state sync accuracy.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationConfig.ServerPacketDeltaTime">
|
|
<summary>
|
|
Returns (<see cref="F:Fusion.SimulationConfig.ServerPacketInterval"/> * <see cref="P:Fusion.SimulationConfig.ServerDeltaTime"/>). This is the effective time interval (in seconds) between server tick updates to clients.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationConfig.ClientPacketDeltaTime">
|
|
<summary>
|
|
Returns (<see cref="F:Fusion.SimulationConfig.ClientPacketInterval"/> * <see cref="P:Fusion.SimulationConfig.DeltaTime"/>). This is the effective time interval (in seconds) between client input/state updates from the client.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.SimulationConfig.Init(System.Nullable{System.Int32},System.Nullable{System.Int32})">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.HeapConfiguration">
|
|
<summary>
|
|
Memory Heap Settings
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HeapConfiguration.PageShift">
|
|
<summary>
|
|
Default size of each Heap Page
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HeapConfiguration.PageCount">
|
|
<summary>
|
|
Default number of Heap Pages
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.HeapConfiguration.GlobalsSize">
|
|
<summary>
|
|
Heap Global Size
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.HeapConfiguration.Init(System.Int32)">
|
|
<summary>
|
|
Initializes and creates a new <see cref="T:Fusion.HeapConfiguration"/> based on the Global Size
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.HeapConfiguration.ToString">
|
|
<summary>
|
|
ToString
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolationConfiguration.DeltaAdjustment">
|
|
<summary>
|
|
How much the delta time is modulated up/down to adjust interpolation time
|
|
when the client has ended up behind or ahead of the server. Common values
|
|
are 1% to 3%, the lower the tick rate the higher this should be.
|
|
|
|
Default value is 1%.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolationConfiguration.AllowedJitter">
|
|
<summary>
|
|
How much the actual interpolation time is allowed to drift up/down from the calculated optimal time
|
|
before adjustments to the interpolation time is made. Defined in % of optimal interpolation time.
|
|
For example with a 25% value and an optimal interpolation time of 0.1 seconds, the actual interpolation time
|
|
is allowed to very between 0.75-0.125 before adjustments are made to it.
|
|
|
|
Default value is 25%.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolationConfiguration.SnapLimit">
|
|
<summary>
|
|
How much actual interpolation time is allowed to drift up/down from calculated optimal time
|
|
before the time calculations are reset and snapped to the optimal value.
|
|
Defined in % of optimal time. Common values are 200% to 500%.
|
|
|
|
Default value is 200%.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolationConfiguration.MultiplierMin">
|
|
<summary>
|
|
The minimum multiplier that is used to compensate for jitter and uncertainty when calculating optimal interpolation offset.
|
|
This multiplier is used to give some extra interpolation offset from the absolutely optimal time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.InterpolationConfiguration.MultiplierMax">
|
|
<summary>
|
|
Same as the Multiplier Min, just the max value instead.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkConfiguration">
|
|
<summary>
|
|
Main network configuration class.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkConfiguration.ReliableDataTransfers">
|
|
<summary>
|
|
Flag for allowed Reliable Data transfer modes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ReliableDataTransfers.ClientToServer">
|
|
<summary>
|
|
Allow Client to Server.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ReliableDataTransfers.ClientToClientWithServerProxy">
|
|
<summary>
|
|
Allow Client to Client using Server as Proxy.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.SocketSendBufferSize">
|
|
<summary>
|
|
Size in Kilobytes of the underlying socket send buffer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.SocketRecvBufferSize">
|
|
<summary>
|
|
Size in Kilobytes of the underlying socket receive buffer.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ConnectAttempts">
|
|
<summary>
|
|
Max number of connection attempts that a Client will run when trying to connect to a remote Server.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ConnectInterval">
|
|
<summary>
|
|
Interval in seconds between each connection attempt from a Client.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ConnectionDefaultRtt">
|
|
<summary>
|
|
Default assumed RTT in seconds for new connections (before actual RTT has been determined). The real RTT is calculated over time once the connection is established.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ConnectionTimeout">
|
|
<summary>
|
|
Max allowed time in seconds that the local peer can run without receiving any update from a remote peer.
|
|
If a client does not receive any update from the server within this period, it will disconnect itself.
|
|
If a server does not receive any update from a remote client within this period, it will disconnect that particular client.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ConnectionPingInterval">
|
|
<summary>
|
|
Interval in seconds between PING messages sent to a remote connection, in order to keep that connection alive.
|
|
</summary>
|
|
<remarks>Currently unused.</remarks>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ConnectionShutdownTime">
|
|
<summary>
|
|
Default delay between connection changes status to Shutdown (disconnected/invalid), and it actually being released (freeing all references to that particular connection).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.MtuDefault">
|
|
<summary>
|
|
Max number of bytes that can be used by Fusion to fill up a UDP package.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkConfiguration.ReliableDataTransferModes">
|
|
<summary>
|
|
Current <see cref="F:Fusion.NetworkConfiguration.ReliableDataTransferModes"/> mode.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkConfiguration.Init">
|
|
<summary>
|
|
Initializes and creates a copy of this <see cref="T:Fusion.NetworkProjectConfig"/>.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkConfiguration.ToNetConfig(Fusion.Sockets.NetAddress)">
|
|
<summary>
|
|
Convert this <see cref="T:Fusion.NetworkProjectConfig"/> into a <see cref="T:Fusion.Sockets.NetConfig"/> using the <see cref="T:Fusion.Sockets.NetAddress"/> as reference.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.NetworkSimulationConfiguration">
|
|
<summary>
|
|
Configuration for network conditions simulation (induced latency and loss).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.Enabled">
|
|
<summary>
|
|
If adverse network conditions are being simulated.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.DelayShape">
|
|
<summary>
|
|
The pattern used to oscillate between <see cref="F:Fusion.NetworkSimulationConfiguration.DelayMin"/> and <see cref="F:Fusion.NetworkSimulationConfiguration.DelayMax"/> values.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.DelayMin">
|
|
<summary>
|
|
The lowest packet delay value returned from the <see cref="F:Fusion.NetworkSimulationConfiguration.DelayShape"/> oscillator.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.DelayMax">
|
|
<summary>
|
|
The highest packet delay value returned from the <see cref="F:Fusion.NetworkSimulationConfiguration.DelayShape"/> oscillator.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.DelayPeriod">
|
|
<summary>
|
|
The period of the <see cref="F:Fusion.NetworkSimulationConfiguration.DelayShape"/> oscillator (the rate at which delay oscillates between <see cref="F:Fusion.NetworkSimulationConfiguration.DelayMin"/> and <see cref="F:Fusion.NetworkSimulationConfiguration.DelayMax"/>).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.DelayThreshold">
|
|
<summary>
|
|
The <see cref="F:Fusion.NetworkSimulationConfiguration.DelayShape"/> oscillates between 0 and 1. Values below this threshold are reduced to zero, resulting in a value equal to <see cref="F:Fusion.NetworkSimulationConfiguration.DelayMin"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.AdditionalJitter">
|
|
<summary>
|
|
After the delay value from the <see cref="F:Fusion.NetworkSimulationConfiguration.DelayShape"/> oscillator is determined, random 0 to this value of additional seconds be added to the packet latency.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.LossChanceShape">
|
|
<summary>
|
|
The pattern used to oscillate between <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceMin"/> and <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceMax"/> values.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.LossChanceMin">
|
|
<summary>
|
|
The lowest loss chance value the <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceShape"/> oscillator will produce. 0 = 0% chance of being lost. 1 = 100% chance of being lost.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.LossChanceMax">
|
|
<summary>
|
|
The highest loss chance value the <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceShape"/> oscillator will produce. 0 = 0% chance of being lost. 1 = 100% chance of being lost.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.LossChanceThreshold">
|
|
<summary>
|
|
The <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceShape"/> wave oscillates between 0 and 1. Values below this threshold are reduced to zero, resulting in a value equal to <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceMin"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.LossChancePeriod">
|
|
<summary>
|
|
The period of the <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceShape"/> oscillator (the rate at which delay oscillates between <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceMin"/> and <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceMax"/>).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSimulationConfiguration.AdditionalLoss">
|
|
<summary>
|
|
After the <see cref="F:Fusion.NetworkSimulationConfiguration.LossChanceShape"/> oscillation loss calculated, an additional 0 to this (normalized) percentage of loss chance is added.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationGlobalState">
|
|
<summary>
|
|
Stores the global state of a simulation
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationGlobalState.WORDS">
|
|
<summary>
|
|
Total size of the Global State in 4 byte words
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationGlobalState.SIZE">
|
|
<summary>
|
|
Total size of the Global State
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationGlobalState.Scene">
|
|
<summary>
|
|
Current Scene Ref
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationGlobalState.ServerMode">
|
|
<summary>
|
|
Current Simulation Mode
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationGlobalState.MaxPlayers">
|
|
<summary>
|
|
Current player count
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationGlobalState.PlayersActive">
|
|
<summary>
|
|
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationModes">
|
|
<summary>
|
|
Flags for The type of network peer a simulation represents.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationModes.Server">
|
|
<summary>
|
|
Simulation represents a server peer, with no local player.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationModes.Host">
|
|
<summary>
|
|
Simulation represents a server peer, with a local player.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationModes.Client">
|
|
<summary>
|
|
Simulation represents a client peer, with a local player.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationSnapshot">
|
|
<summary>
|
|
Represents a snapshot of the simulation state
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationSnapshot.Tick">
|
|
<summary>
|
|
The absolute tick index this snapshot represents.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.SimulationSnapshot.Time">
|
|
<summary>
|
|
The time in seconds this <see cref="T:Fusion.SimulationSnapshot"/> represents.
|
|
Time is relative to <see cref="P:Fusion.SimulationSnapshot.Tick"/> 0, with Tick 0 representing Time 0f.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.SimulationStages">
|
|
<summary>
|
|
Flags for which stage the simulation currently running. Forward is when a tick is being simulated for the first time.
|
|
Resimulate is when a tick is being simulated again with corrections.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationStages.Forward">
|
|
<summary>
|
|
Currently simulating a tick for the first time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.SimulationStages.Resimulate">
|
|
<summary>
|
|
Currently simulating a previously simulated tick again, with state corrections.
|
|
</summary>
|
|
</member>
|
|
</members>
|
|
</doc>
|