Class NetworkObject
A component used to identify that a GameObject in the network
Inherited Members
Namespace: MLAPI
Assembly: Unity.Multiplayer.MLAPI.Runtime.dll
Syntax
[AddComponentMenu("MLAPI/NetworkObject", -99)]
[DisallowMultipleComponent]
public sealed class NetworkObject : MonoBehaviour
Fields
AlwaysReplicateAsRoot
If true, the object will always be replicated as root on clients and the parent will be ignored.
Declaration
public bool AlwaysReplicateAsRoot
Field Value
Type | Description |
---|---|
bool |
CheckObjectVisibility
Delegate invoked when the MLAPI needs to know if the object should be visible to a client, if null it will assume true
Declaration
public NetworkObject.VisibilityDelegate CheckObjectVisibility
Field Value
Type | Description |
---|---|
NetworkObject.VisibilityDelegate |
DontDestroyWithOwner
Whether or not to destroy this object if it's owner is destroyed. If false, the objects ownership will be given to the server.
Declaration
public bool DontDestroyWithOwner
Field Value
Type | Description |
---|---|
bool |
IncludeTransformWhenSpawning
Delegate invoked when the MLAPI needs to know if it should include the transform when spawning the object, if null it will assume true
Declaration
public NetworkObject.SpawnDelegate IncludeTransformWhenSpawning
Field Value
Type | Description |
---|---|
NetworkObject.SpawnDelegate |
NetworkInstanceId
InstanceId is the id that is unique to the object and scene for a scene object when UsePrefabSync is false. If UsePrefabSync is true or if it's used on non scene objects, this has no effect. Should not be set manually
Declaration
[HideInInspector]
[SerializeField]
public ulong NetworkInstanceId
Field Value
Type | Description |
---|---|
ulong |
PrefabHash
The Prefab unique hash. This should not be set my the user but rather changed by editing the PrefabHashGenerator. It has to be the same for all instances of a prefab
Declaration
[HideInInspector]
[SerializeField]
public ulong PrefabHash
Field Value
Type | Description |
---|---|
ulong |
PrefabHashGenerator
The generator used to change the PrefabHash. This should be set the same for all instances of a prefab. It has to be unique in relation to other prefabs
Declaration
[SerializeField]
public string PrefabHashGenerator
Field Value
Type | Description |
---|---|
string |
Properties
DestroyWithScene
Gets whether or not the object should be automatically removed when the scene is unloaded.
Declaration
public bool DestroyWithScene { get; }
Property Value
Type | Description |
---|---|
bool |
IsLocalPlayer
Gets if the object is the the personal clients player object
Declaration
public bool IsLocalPlayer { get; }
Property Value
Type | Description |
---|---|
bool |
IsOwnedByServer
Gets Whether or not the object is owned by anyone
Declaration
public bool IsOwnedByServer { get; }
Property Value
Type | Description |
---|---|
bool |
IsOwner
Gets if the object is owned by the local player or if the object is the local player object
Declaration
public bool IsOwner { get; }
Property Value
Type | Description |
---|---|
bool |
IsPlayerObject
Gets if this object is a player object
Declaration
public bool IsPlayerObject { get; }
Property Value
Type | Description |
---|---|
bool |
IsSceneObject
Gets if the object is a SceneObject, null if it's not yet spawned but is a scene object.
Declaration
public bool? IsSceneObject { get; }
Property Value
Type | Description |
---|---|
bool? |
IsSpawned
Gets if the object has yet been spawned across the network
Declaration
public bool IsSpawned { get; }
Property Value
Type | Description |
---|---|
bool |
NetworkManager
Gets the NetworkManager that owns this NetworkObject instance
Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type | Description |
---|---|
NetworkManager |
NetworkObjectId
Gets the unique Id of this object that is synced across the network
Declaration
public ulong NetworkObjectId { get; }
Property Value
Type | Description |
---|---|
ulong |
OwnerClientId
Gets the ClientId of the owner of this NetworkObject
Declaration
public ulong OwnerClientId { get; }
Property Value
Type | Description |
---|---|
ulong |
Methods
ChangeOwnership(ulong)
Changes the owner of the object. Can only be called from server
Declaration
public void ChangeOwnership(ulong newOwnerClientId)
Parameters
Type | Name | Description |
---|---|---|
ulong | newOwnerClientId | The new owner clientId |
Despawn(bool)
Despawns this GameObject and destroys it for other clients. This should be used if the object should be kept on the server
Declaration
public void Despawn(bool destroy = false)
Parameters
Type | Name | Description |
---|---|---|
bool | destroy |
GetObservers()
Returns Observers enumerator
Declaration
public HashSet<ulong>.Enumerator GetObservers()
Returns
Type | Description |
---|---|
HashSet<ulong>.Enumerator | Observers enumerator |
IsNetworkVisibleTo(ulong)
Whether or not this object is visible to a specific client
Declaration
public bool IsNetworkVisibleTo(ulong clientId)
Parameters
Type | Name | Description |
---|---|---|
ulong | clientId | The clientId of the client |
Returns
Type | Description |
---|---|
bool | True if the client knows about the object |
NetworkHide(List<NetworkObject>, ulong)
Hides a list of objects from a client
Declaration
public static void NetworkHide(List<NetworkObject> networkObjects, ulong clientId)
Parameters
Type | Name | Description |
---|---|---|
List<NetworkObject> | networkObjects | The objects to hide |
ulong | clientId | The client to hide the objects from |
NetworkHide(ulong)
Hides a object from a specific client
Declaration
public void NetworkHide(ulong clientId)
Parameters
Type | Name | Description |
---|---|---|
ulong | clientId | The client to hide the object for |
NetworkShow(List<NetworkObject>, ulong, Stream)
Shows a list of previously hidden objects to a client
Declaration
public static void NetworkShow(List<NetworkObject> networkObjects, ulong clientId, Stream payload = null)
Parameters
Type | Name | Description |
---|---|---|
List<NetworkObject> | networkObjects | The objects to show |
ulong | clientId | The client to show the objects to |
Stream | payload | An optional payload to send as part of the spawns |
NetworkShow(ulong, Stream)
Shows a previously hidden object to a client
Declaration
public void NetworkShow(ulong clientId, Stream payload = null)
Parameters
Type | Name | Description |
---|---|---|
ulong | clientId | The client to show the object to |
Stream | payload | An optional payload to send as part of the spawn |
RemoveOwnership()
Removes all ownership of an object from any client. Can only be called from server
Declaration
public void RemoveOwnership()
Spawn(Stream, bool)
Spawns this GameObject across the network. Can only be called from the Server
Declaration
public void Spawn(Stream spawnPayload = null, bool destroyWithScene = false)
Parameters
Type | Name | Description |
---|---|---|
Stream | spawnPayload | The writer containing the spawn payload |
bool | destroyWithScene | Should the object be destroyd when the scene is changed |
SpawnAsPlayerObject(ulong, Stream, bool)
Spawns an object across the network and makes it the player object for the given client
Declaration
public void SpawnAsPlayerObject(ulong clientId, Stream spawnPayload = null, bool destroyWithScene = false)
Parameters
Type | Name | Description |
---|---|---|
ulong | clientId | The clientId whos player object this is |
Stream | spawnPayload | The writer containing the spawn payload |
bool | destroyWithScene | Should the object be destroyd when the scene is changed |
SpawnWithOwnership(ulong, Stream, bool)
Spawns an object across the network with a given owner. Can only be called from server
Declaration
public void SpawnWithOwnership(ulong clientId, Stream spawnPayload = null, bool destroyWithScene = false)
Parameters
Type | Name | Description |
---|---|---|
ulong | clientId | The clientId to own the object |
Stream | spawnPayload | The writer containing the spawn payload |
bool | destroyWithScene | Should the object be destroyd when the scene is changed |