A component to synchronize the position of networked objects.
| characterContoller | Cached CharacterController. |
| clientMoveCallback2D | A callback that can be used to validate on the server, the movement of client authoritative objects. |
| clientMoveCallback3D | A callback that can be used to validate on the server, the movement of client authoritative objects. |
| grounded | Tells the NetworkTransform that it is on a surface (this is the default). |
| interpolateMovement | Enables interpolation of the synchronized movement. |
| interpolateRotation | Enables interpolation of the synchronized rotation. |
| lastSyncTime | The most recent time when a movement synchronization packet arrived for this object. |
| movementTheshold | The distance that an object can move without sending a movement synchronization update. |
| rigidbody2D | Cached Rigidbody2D. |
| rigidbody3D | Cached Rigidbody. |
| rotationSyncCompression | How much to compress rotation sync updates. |
| sendInterval | The sendInterval controls how often state updates are sent for this object. |
| snapThreshold | If a movement update puts an object further from its current position that this value, it will snap to the position instead of moving smoothly. |
| syncRotationAxis | Which axis should rotation by synchronized for. |
| targetSyncPosition | The target position interpolating towards. |
| targetSyncRotation2D | The target rotation interpolating towards. |
| targetSyncRotation3D | The target position interpolating towards. |
| targetSyncVelocity | The velocity send for synchronization. |
| transformSyncMode | What method to use to sync the object's position. |
| ClientMoveCallback2D | This is the delegate use for the movement validation callback function clientMoveCallback2D on NetworkTransforms. |
| ClientMoveCallback3D | This is the delegate use for the movement validation callback function clientMoveCallback3D on NetworkTransforms. |
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
| isActiveAndEnabled | Has the Behaviour had enabled called. |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject. |
| useGUILayout | Disabling this lets you skip the GUI layout phase. |
| connectionToClient | The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. |
| connectionToServer | The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. |
| hasAuthority | This returns true if this object is the authoritative version of the object in the distributed network application. |
| isClient | Returns true if running as a client and this object was spawned by a server. |
| isLocalPlayer | This returns true if this object is the one that represents the player on the local machine. |
| isServer | Returns true if this object is active on an active server. |
| localPlayerAuthority | This value is set on the NetworkIdentity and is accessible here for convenient access for scripts. |
| netId | The unique network Id of this object. |
| playerControllerId | The id of the player associated with the behaviour. |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | The name of the object. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag | Is this game object tagged with tag ? |
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
| Invoke | Invokes the method methodName in time seconds. |
| InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
| IsInvoking | Is any invoke on methodName pending? |
| StartCoroutine | Starts a coroutine. |
| StopAllCoroutines | Stops all coroutines running on this behaviour. |
| StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. |
| ClearAllDirtyBits | This clears all the dirty bits that were set on this script by SetDirtyBits(); |
| GetNetworkChannel | This virtual function is used to specify the QoS channel to use for SyncVar updates for this script. |
| GetNetworkSendInterval | This virtual function is used to specify the send interval to use for SyncVar updates for this script. |
| InvokeCommand | Manually invoke a Command. |
| InvokeRPC | Manually invoke an RPC function. |
| InvokeSyncEvent | Manually invoke a SyncEvent. |
| OnCheckObserver | Callback used by the visibility system to determine if an observer (player) can see this object. |
| OnDeserialize | Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize(). |
| OnNetworkDestroy | This is invoked on clients when the server has caused this object to be destroyed. |
| OnRebuildObservers | Callback used by the visibility system to (re)construct the set of observers that can see this object. |
| OnSerialize | Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize(). |
| OnSetLocalVisibility | Callback used by the visibility system for objects on a host. |
| OnStartAuthority | This is invoked on behaviours that have authority, based on context and NetworkIdentity.localPlayerAuthority. |
| OnStartClient | Called on every NetworkBehaviour when it is activated on a client. |
| OnStartLocalPlayer | Called when the local player object has been set up. |
| OnStartServer | This is invoked for NetworkBehaviour objects when they become active on the server. |
| OnStopAuthority | This is invoked on behaviours when authority is removed. |
| PreStartClient | An internal method called on client objects to resolve GameObject references. |
| SetDirtyBit | Used to set the behaviour as dirty, so that a network update will be sent for the object. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Logs message to the Unity Console (identical to Debug.Log). | |
| 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 | Returns a copy of the object original. |
| 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. |
| Awake | Awake is called when the script instance is being loaded. |
| FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
| LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
| OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
| OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
| OnApplicationFocus | Sent to all game objects when the player gets or loses focus. |
| OnApplicationPause | Sent to all game objects when the player pauses. |
| OnApplicationQuit | Sent to all game objects before the application is quit. |
| OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
| OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
| OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
| OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
| OnConnectedToServer | Called on the client when you have successfully connected to a server. |
| OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
| OnDestroy | This function is called when the MonoBehaviour will be destroyed. |
| OnDisable | This function is called when the behaviour becomes disabled () or inactive. |
| OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
| OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
| OnDrawGizmosSelected | Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. |
| OnEnable | This function is called when the object becomes enabled and active. |
| OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
| OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
| OnGUI | OnGUI is called for rendering and handling GUI events. |
| OnJointBreak | Called when a joint attached to the same game object broke. |
| OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
| OnLevelWasLoaded | This function is called after a new level was loaded. |
| OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
| OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
| OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
| OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
| OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
| OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
| OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
| OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
| OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
| OnParticleCollision | OnParticleCollision is called when a particle hits a collider. |
| OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
| OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
| OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
| OnPreCull | OnPreCull is called before a camera culls the scene. |
| OnPreRender | OnPreRender is called before a camera starts rendering the scene. |
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
| OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
| OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
| OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
| OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
| OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. |
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
| OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
| OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
| OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. |
| Reset | Reset to default values. |
| Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
| Update | Update is called every frame, if the MonoBehaviour is enabled. |
| CmdDelegate | Delegate for Command functions. |
| EventDelegate | Delegate for Event functions. |