Class NetworkBehaviour
The base class to override to write network code. Inherits MonoBehaviour
Inherited Members
Namespace: Unity.Netcode
Syntax
public abstract class NetworkBehaviour : MonoBehaviour
Properties
HasNetworkObject
Gets whether or not this NetworkBehaviour instance has a NetworkObject owner.
Declaration
public bool HasNetworkObject { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsClient
Gets if we are executing as client
Declaration
public bool IsClient { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsHost
Gets if we are executing as Host, I.E Server and Client
Declaration
public bool IsHost { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsLocalPlayer
If a NetworkObject is assigned, it will return whether or not this NetworkObject is the local player object. If no NetworkObject is assigned it will always return false.
Declaration
public bool IsLocalPlayer { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsOwnedByServer
Gets Whether or not the object has a owner
Declaration
public bool IsOwnedByServer { get; }
Property Value
Type | Description |
---|---|
Boolean |
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 |
---|---|
Boolean |
IsServer
Gets if we are executing as server
Declaration
public bool IsServer { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsSpawned
Used to determine if it is safe to access NetworkObject and NetworkManager from within a NetworkBehaviour component Primarily useful when checking NetworkObject/NetworkManager properties within FixedUpate
Declaration
public bool IsSpawned { get; }
Property Value
Type | Description |
---|---|
Boolean |
m_TargetIdBeingSynchronized
The relative client identifier targeted for the serialization of this NetworkBehaviour instance.
Declaration
protected ulong m_TargetIdBeingSynchronized { get; }
Property Value
Type | Description |
---|---|
UInt64 |
Remarks
This value will be set prior to OnSynchronize<T>(ref BufferSerializer<T>) being invoked. For writing (server-side), this is useful to know which client will receive the serialized data. For reading (client-side), this will be the LocalClientId. When synchronization of this instance is complete, this value will be reset to 0
NetworkBehaviourId
Gets NetworkId for this NetworkBehaviour from the owner NetworkObject
Declaration
public ushort NetworkBehaviourId { get; }
Property Value
Type | Description |
---|---|
UInt16 |
NetworkManager
Gets the NetworkManager that owns this NetworkBehaviour instance
See note around NetworkObject
for how there is a chicken / egg problem when we are not initialized
Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type | Description |
---|---|
NetworkManager |
NetworkObject
Gets the NetworkObject that owns this NetworkBehaviour instance
Declaration
public NetworkObject NetworkObject { get; }
Property Value
Type | Description |
---|---|
NetworkObject |
NetworkObjectId
Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour
Declaration
public ulong NetworkObjectId { get; }
Property Value
Type | Description |
---|---|
UInt64 |
OwnerClientId
Gets the ClientId that owns the NetworkObject
Declaration
public ulong OwnerClientId { get; }
Property Value
Type | Description |
---|---|
UInt64 |
Methods
GetNetworkBehaviour(UInt16)
Returns a the NetworkBehaviour with a given BehaviourId for the current NetworkObject
Declaration
protected NetworkBehaviour GetNetworkBehaviour(ushort behaviourId)
Parameters
Type | Name | Description |
---|---|---|
UInt16 | behaviourId | The behaviourId to return |
Returns
Type | Description |
---|---|
NetworkBehaviour | Returns NetworkBehaviour with given behaviourId |
GetNetworkObject(UInt64)
Gets the local instance of a object with a given NetworkId
Declaration
protected NetworkObject GetNetworkObject(ulong networkId)
Parameters
Type | Name | Description |
---|---|---|
UInt64 | networkId |
Returns
Type | Description |
---|---|
NetworkObject |
OnDestroy()
Invoked when the GameObject the NetworkBehaviour is attached to. NOTE: If you override this, you will want to always invoke this base class version of this OnDestroy() method!!
Declaration
public virtual void OnDestroy()
OnGainedOwnership()
Gets called when the local client gains ownership of this object
Declaration
public virtual void OnGainedOwnership()
OnLostOwnership()
Gets called when we loose ownership of this object
Declaration
public virtual void OnLostOwnership()
OnNetworkDespawn()
Gets called when the NetworkObject gets despawned. Is called both on the server and clients.
Declaration
public virtual void OnNetworkDespawn()
OnNetworkObjectParentChanged(NetworkObject)
Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed
Declaration
public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
Parameters
Type | Name | Description |
---|---|---|
NetworkObject | parentNetworkObject | the new NetworkObject parent |
OnNetworkSpawn()
Gets called when the NetworkObject gets spawned, message handlers are ready to be registered and the network is setup.
Declaration
public virtual void OnNetworkSpawn()
OnSynchronize<T>(ref BufferSerializer<T>)
Override this method if your derived NetworkBehaviour requires custom synchronization data. Note: Use of this method is only for the initial client synchronization of NetworkBehaviours and will increase the payload size for client synchronization and dynamically spawned NetworkObjects.
Declaration
protected virtual void OnSynchronize<T>(ref BufferSerializer<T> serializer)
where T : IReaderWriter
Parameters
Type | Name | Description |
---|---|---|
BufferSerializer<T> | serializer | The serializer to use to read and write the data. |
Type Parameters
Name | Description |
---|---|
T | Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer is in read mode or write mode. |
Remarks
When serializing (writing) this will be invoked during the client synchronization period and when spawning new NetworkObjects. When deserializing (reading), this will be invoked prior to the NetworkBehaviour's associated NetworkObject being spawned.