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    Class NetworkRigidbody

    NetworkRigidbody allows for the use of Rigidbody on network objects. By controlling the kinematic mode of the Rigidbody and disabling it on all peers but the authoritative one.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    NetworkBehaviour
    NetworkRigidbody
    Inherited Members
    NetworkBehaviour.__rpc_func_table
    NetworkBehaviour.__rpc_name_table
    NetworkBehaviour.__rpc_exec_stage
    NetworkBehaviour.NetworkVariableFields
    NetworkBehaviour.__getTypeName()
    NetworkBehaviour.__beginSendServerRpc(uint, ServerRpcParams, RpcDelivery)
    NetworkBehaviour.__endSendServerRpc(ref FastBufferWriter, uint, ServerRpcParams, RpcDelivery)
    NetworkBehaviour.__beginSendClientRpc(uint, ClientRpcParams, RpcDelivery)
    NetworkBehaviour.__endSendClientRpc(ref FastBufferWriter, uint, ClientRpcParams, RpcDelivery)
    NetworkBehaviour.__beginSendRpc(uint, RpcParams, RpcAttribute.RpcAttributeParams, SendTo, RpcDelivery)
    NetworkBehaviour.__endSendRpc(ref FastBufferWriter, uint, RpcParams, RpcAttribute.RpcAttributeParams, SendTo, RpcDelivery)
    NetworkBehaviour.__createNativeList<T>()
    NetworkBehaviour.GetNetworkBehaviour(ushort)
    NetworkBehaviour.OnNetworkPreSpawn(ref NetworkManager)
    NetworkBehaviour.OnNetworkPostSpawn()
    NetworkBehaviour.OnNetworkSessionSynchronized()
    NetworkBehaviour.OnInSceneObjectsSpawned()
    NetworkBehaviour.OnOwnershipChanged(ulong, ulong)
    NetworkBehaviour.OnNetworkObjectParentChanged(NetworkObject)
    NetworkBehaviour.__initializeVariables()
    NetworkBehaviour.__initializeRpcs()
    NetworkBehaviour.__registerRpc(uint, NetworkBehaviour.RpcReceiveHandler, string)
    NetworkBehaviour.__nameNetworkVariable(NetworkVariableBase, string)
    NetworkBehaviour.GetNetworkObject(ulong)
    NetworkBehaviour.OnSynchronize<T>(ref BufferSerializer<T>)
    NetworkBehaviour.OnReanticipate(double)
    NetworkBehaviour.OnDestroy()
    NetworkBehaviour.NetworkManager
    NetworkBehaviour.RpcTarget
    NetworkBehaviour.IsLocalPlayer
    NetworkBehaviour.IsOwner
    NetworkBehaviour.IsServer
    NetworkBehaviour.ServerIsHost
    NetworkBehaviour.IsClient
    NetworkBehaviour.IsHost
    NetworkBehaviour.IsOwnedByServer
    NetworkBehaviour.IsSpawned
    NetworkBehaviour.NetworkObject
    NetworkBehaviour.HasNetworkObject
    NetworkBehaviour.NetworkObjectId
    NetworkBehaviour.NetworkBehaviourId
    NetworkBehaviour.OwnerClientId
    NetworkBehaviour.m_TargetIdBeingSynchronized
    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, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    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.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Netcode.Components
    Assembly: Unity.Netcode.Components.dll
    Syntax
    [RequireComponent(typeof(Rigidbody))]
    [RequireComponent(typeof(NetworkTransform))]
    [AddComponentMenu("Netcode/Network Rigidbody")]
    public class NetworkRigidbody : NetworkBehaviour

    Methods

    OnGainedOwnership()

    For owner authoritative (i.e. ClientNetworkTransform) we adjust our authority when we gain ownership

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

    OnLostOwnership()

    For owner authoritative(i.e. ClientNetworkTransform) we adjust our authority when we have lost ownership

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

    OnNetworkDespawn()

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

    OnNetworkSpawn()

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