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    Class NetVarContainer

    This is a refactor of the original test's NetworkBehaviour INetVarInfo derived NetworkBehaviours

    Inheritance
    Object
    Object
    Component
    Behaviour
    MonoBehaviour
    NetworkBehaviour
    NetVarContainer
    Inherited Members
    NetworkBehaviour.NetworkManager
    NetworkBehaviour.IsLocalPlayer
    NetworkBehaviour.IsOwner
    NetworkBehaviour.IsServer
    NetworkBehaviour.IsClient
    NetworkBehaviour.IsHost
    NetworkBehaviour.IsOwnedByServer
    NetworkBehaviour.IsSpawned
    NetworkBehaviour.NetworkObject
    NetworkBehaviour.HasNetworkObject
    NetworkBehaviour.NetworkObjectId
    NetworkBehaviour.NetworkBehaviourId
    NetworkBehaviour.GetNetworkBehaviour(UInt16)
    NetworkBehaviour.OwnerClientId
    NetworkBehaviour.OnNetworkDespawn()
    NetworkBehaviour.OnGainedOwnership()
    NetworkBehaviour.OnLostOwnership()
    NetworkBehaviour.OnNetworkObjectParentChanged(NetworkObject)
    NetworkBehaviour.GetNetworkObject(UInt64)
    NetworkBehaviour.OnSynchronize<T>(BufferSerializer<T>)
    NetworkBehaviour.OnDestroy()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(String, Single)
    MonoBehaviour.InvokeRepeating(String, Single, Single)
    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, Component)
    Component.TryGetComponent<T>(T)
    Component.GetComponent(String)
    Component.GetComponentInChildren(Type, Boolean)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(Boolean)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, Boolean)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(Boolean)
    Component.GetComponentsInChildren<T>(Boolean, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, Boolean)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(Boolean)
    Component.GetComponentsInParent<T>(Boolean, 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, Boolean)
    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, Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, Single)
    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.ReferenceEquals(Object, Object)
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: Unity.Netcode.RuntimeTests
    Syntax
    public class NetVarContainer : NetworkBehaviour

    Fields

    NumberOfNetVarsToCheck

    Declaration
    public NetVarContainer.NetVarsToCheck NumberOfNetVarsToCheck
    Field Value
    Type Description
    NetVarContainer.NetVarsToCheck

    ValueToSetNetVarTo

    Declaration
    public int ValueToSetNetVarTo
    Field Value
    Type Description
    Int32

    Methods

    AreNetVarsDirty()

    Only used on the server side to check the isDirty flag for the NetworkVariables being used for each test iteration

    Declaration
    public bool AreNetVarsDirty()
    Returns
    Type Description
    Boolean

    CreatePrefabGameObject(NetVarCombinationTypes)

    Creates a prefab with two instances of this NetworkBehaviour

    Declaration
    public static GameObject CreatePrefabGameObject(NetVarCombinationTypes netVarsToCheck)
    Parameters
    Type Name Description
    NetVarCombinationTypes netVarsToCheck
    Returns
    Type Description
    GameObject

    HaveAllValuesChanged(Int32)

    Only used on the client-side for this test, this is used to see if the network variables have changed.

    Declaration
    public bool HaveAllValuesChanged(int valueToCheck)
    Parameters
    Type Name Description
    Int32 valueToCheck
    Returns
    Type Description
    Boolean

    OnNetworkSpawn()

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

    SetNetworkVariableValues()

    Server side only, sets the NetworkVariables being used to the ValueToSetNetVarTo that is pre-configured when the Network Prefab is created.

    Declaration
    public void SetNetworkVariableValues()
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