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class in UnityEngine.Networking.PlayerConnection
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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.
|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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