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EditorConnection

class in UnityEditor.Networking.PlayerConnection

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Inherits from:ScriptableObject

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Description

Handles the connection from the Editor to the Player.

Sets up events for connecting to and sending data to the Player.

This is a singleton class and can be accessed using EditorConnection.instance.

This can only be used in a class that inherits from MonoBehaviour, Object or ScriptableObject.

Set the "Autoconnect Profiler" in the Build Settings or build the Player through code with the BuildPipeline using build options: BuildOptions.ConnectToHost and BuildOptions.Development to initialize the connection.

The Player ID is used to tell multiple connected Players apart. By default, data is sent to all Players. A connected Player's ID is not guaranteed to be the same the next time it connects.

Properties

ConnectedPlayersA list of the connected players.

Public Methods

DisconnectAllThis disconnects all of the active connections.
InitializeInitializes the EditorConnection.
RegisterRegisters a callback on a certain message ID.
RegisterConnectionRegisters a callback, executed when a new Player connects to the Editor.
RegisterDisconnectionRegisters a callback on a Player when that Player disconnects.
SendSends data to multiple or single Player(s).
UnregisterDeregisters a registered callback.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.

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