Used for handling the network connection from the Player to the Editor.
Sets up events for connecting to and sending data to the Editor.
This can only be used in a class that inherits from MonoBehaviour, Object or ScriptableObject.
instance | Singleton instance. |
isConnected | Returns true when Editor is connected to the player. |
BlockUntilRecvMsg | Blocks the calling thread until either a message with the specified messageId is received or the specified time-out elapses. |
DisconnectAll | This disconnects all of the active connections. |
Register | Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor. This ID must be the same as for messages sent from EditorConnection.Send(). |
RegisterConnection | Registers a callback that is invoked when the Editor connects to the Player. |
RegisterDisconnection | Registers a callback to be called when Editor disconnects. |
Send | Sends data to the Editor. |
Unregister | Deregisters a message listener. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object. |
bool | Does 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. |
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