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    Class PlayerWithAuthority

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    NetworkBehaviour
    PlayerWithAuthority
    Inherited Members
    NetworkBehaviour.localPlayerAuthority
    NetworkBehaviour.isServer
    NetworkBehaviour.isClient
    NetworkBehaviour.isLocalPlayer
    NetworkBehaviour.hasAuthority
    NetworkBehaviour.netId
    NetworkBehaviour.connectionToServer
    NetworkBehaviour.connectionToClient
    NetworkBehaviour.playerControllerId
    NetworkBehaviour.syncVarDirtyBits
    NetworkBehaviour.syncVarHookGuard
    NetworkBehaviour.SetDirtyBit(uint)
    NetworkBehaviour.ClearAllDirtyBits()
    NetworkBehaviour.OnSerialize(NetworkWriter, bool)
    NetworkBehaviour.OnDeserialize(NetworkReader, bool)
    NetworkBehaviour.OnNetworkDestroy()
    NetworkBehaviour.OnStartServer()
    NetworkBehaviour.OnStartClient()
    NetworkBehaviour.OnStartLocalPlayer()
    NetworkBehaviour.OnStartAuthority()
    NetworkBehaviour.OnStopAuthority()
    NetworkBehaviour.OnRebuildObservers(HashSet<NetworkConnection>, bool)
    NetworkBehaviour.OnSetLocalVisibility(bool)
    NetworkBehaviour.OnCheckObserver(NetworkConnection)
    NetworkBehaviour.GetNetworkChannel()
    NetworkBehaviour.GetNetworkSendInterval()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Global Namespace
    Assembly: com.unity.multiplayer-hlapi.Tests.dll
    Syntax
    public class PlayerWithAuthority : NetworkBehaviour

    Fields

    objAuthPrefab

    Declaration
    public GameObject objAuthPrefab
    Field Value
    Type Description
    GameObject

    objNoAuthPrefab

    Declaration
    public GameObject objNoAuthPrefab
    Field Value
    Type Description
    GameObject

    Methods

    OnStartAuthority()

    Declaration
    public override void OnStartAuthority()
    Overrides
    NetworkBehaviour.OnStartAuthority()

    OnStartLocalPlayer()

    Called when the local player object has been set up.

    This happens after OnStartClient(), as it is triggered by an ownership message from the server. This is an appropriate place to activate components or functionality that should only be active for the local player, such as cameras and input.

    Declaration
    public override void OnStartLocalPlayer()
    Overrides
    NetworkBehaviour.OnStartLocalPlayer()
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