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    Class NetworkTransform

    A prototype component for syncing transforms

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    NetworkBehaviour
    NetworkTransform
    Inherited Members
    NetworkBehaviour.NetworkManager
    NetworkBehaviour.IsLocalPlayer
    NetworkBehaviour.IsOwner
    NetworkBehaviour.IsServer
    NetworkBehaviour.IsClient
    NetworkBehaviour.IsHost
    NetworkBehaviour.IsOwnedByServer
    NetworkBehaviour.NetworkObject
    NetworkBehaviour.HasNetworkObject
    NetworkBehaviour.NetworkObjectId
    NetworkBehaviour.NetworkBehaviourId
    NetworkBehaviour.GetNetworkBehaviour(ushort)
    NetworkBehaviour.OwnerClientId
    NetworkBehaviour.CurrentTick
    NetworkBehaviour.NetworkStart(Stream)
    NetworkBehaviour.OnGainedOwnership()
    NetworkBehaviour.OnLostOwnership()
    NetworkBehaviour.GetNetworkObject(ulong)
    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: MLAPI.Prototyping
    Assembly: Unity.Multiplayer.MLAPI.Prototyping.dll
    Syntax
    [AddComponentMenu("MLAPI/NetworkTransform")]
    public class NetworkTransform : NetworkBehaviour

    Fields

    AssumeSyncedSends

    Is the sends per second assumed to be the same across all instances

    Declaration
    [Tooltip("This assumes that the SendsPerSecond is synced across clients")]
    public bool AssumeSyncedSends
    Field Value
    Type Description
    bool

    Channel

    The channel to send the data on

    Declaration
    [Tooltip("The channel to send the data on. Uses the default channel if left unspecified")]
    public string Channel
    Field Value
    Type Description
    string

    DistanceSendrate

    The curve to use to calculate the send rate

    Declaration
    public AnimationCurve DistanceSendrate
    Field Value
    Type Description
    AnimationCurve

    EnableNonProvokedResendChecks

    Checks for missed sends without provocation. Provocation being a client inside it's normal SendRate

    Declaration
    public bool EnableNonProvokedResendChecks
    Field Value
    Type Description
    bool

    EnableRange

    Enables range based send rate

    Declaration
    public bool EnableRange
    Field Value
    Type Description
    bool

    ExtrapolatePosition

    Enables extrapolation

    Declaration
    public bool ExtrapolatePosition
    Field Value
    Type Description
    bool

    FixedSendsPerSecond

    The base amount of sends per seconds to use when range is disabled

    Declaration
    [Range(0, 120)]
    public float FixedSendsPerSecond
    Field Value
    Type Description
    float

    InterpolatePosition

    Enable interpolation

    Declaration
    [Tooltip("This requires AssumeSyncedSends to be true")]
    public bool InterpolatePosition
    Field Value
    Type Description
    bool

    InterpolateServer

    Should the server interpolate

    Declaration
    public bool InterpolateServer
    Field Value
    Type Description
    bool

    IsMoveValidDelegate

    If set, moves will only be accepted if the custom delegate returns true

    Declaration
    public NetworkTransform.MoveValidationDelegate IsMoveValidDelegate
    Field Value
    Type Description
    NetworkTransform.MoveValidationDelegate

    MaxSendsToExtrapolate

    The maximum amount of expected send rates to extrapolate over when awaiting new packets. A higher value will result in continued extrapolation after an object has stopped moving

    Declaration
    public float MaxSendsToExtrapolate
    Field Value
    Type Description
    float

    MinDegrees

    The min degrees to rotate before a send it sent

    Declaration
    public float MinDegrees
    Field Value
    Type Description
    float

    MinMeters

    The min meters to move before a send is sent

    Declaration
    public float MinMeters
    Field Value
    Type Description
    float

    SnapDistance

    The distance before snaping to the position

    Declaration
    [Tooltip("The transform will snap if the distance is greater than this distance")]
    public float SnapDistance
    Field Value
    Type Description
    float

    Methods

    NetworkStart()

    Registers message handlers

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

    Teleport(Vector3, Quaternion)

    Teleports the transform to the given position and rotation

    Declaration
    public void Teleport(Vector3 position, Quaternion rotation)
    Parameters
    Type Name Description
    Vector3 position

    The position to teleport to

    Quaternion rotation

    The rotation to teleport to

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