Struct NetworkSceneId
This is used to identify networked objects in a scene. These values are allocated in the editor and are persistent for the lifetime of the object in the scene.
Syntax
[Serializable]
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public struct NetworkSceneId : IEquatable<NetworkSceneId>
Constructors
NetworkSceneId(UInt32)
Declaration
public NetworkSceneId(uint value)
Parameters
Type |
Name |
Description |
UInt32 |
value |
|
Properties
Value
The internal value for this object.
Declaration
public uint Value { get; }
Property Value
Methods
Equals(Object)
Declaration
public override bool Equals(object obj)
Parameters
Type |
Name |
Description |
Object |
obj |
|
Returns
Overrides
Equals(NetworkSceneId)
Declaration
public bool Equals(NetworkSceneId other)
Parameters
Returns
GetHashCode()
Declaration
public override int GetHashCode()
Returns
Overrides
IsEmpty()
Returns true if the value is zero. Non-scene objects - ones which are spawned at runtime will have a sceneId of zero.
Declaration
Returns
Type |
Description |
Boolean |
True if zero.
|
ToString()
Returns a string like SceneId:value.
Declaration
public override string ToString()
Returns
Type |
Description |
String |
String representation of this object.
|
Overrides
Operators
Equality(NetworkSceneId, NetworkSceneId)
Declaration
public static bool operator ==(NetworkSceneId c1, NetworkSceneId c2)
Parameters
Returns
Inequality(NetworkSceneId, NetworkSceneId)
Declaration
public static bool operator !=(NetworkSceneId c1, NetworkSceneId c2)
Parameters
Returns
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