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    Class NetworkBehaviour

    The base class to override to write network code. Inherits MonoBehaviour

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    NetworkBehaviour
    NetworkTransform
    NetworkBehaviourTests.EmptyNetworkBehaviour
    NetworkObjectTests.EmptyNetworkBehaviour
    NetworkVarTests.NetworkVarComponent
    AddNetworkPrefabTest.EmptyComponent
    BufferDataValidationComponent
    DeferredMessageTestNetworkVariableComponent
    DeferredMessageTestRpcAndNetworkVariableComponent
    DeferredMessageTestRpcComponent
    DisconnectReasonObject
    ExampleTestComponent
    HiddenVariableObject
    HiddenVariableTest
    ListChangedObject
    NetVarContainer
    NetVarILPPClassForTests
    NetVarPermTestComp
    NetworkBehaviourGenericTests.SimpleNetworkBehaviour
    NetworkBehaviourOnSynchronizeComponent
    NetworkBehaviourSynchronizeFailureComponent
    NetworkBehaviourWithNetVarArray
    NetworkBehaviourWithNetworkVariables
    NetworkBehaviourWithOwnerNetworkVariables
    NetworkListChangedTestComponent
    NetworkObjectOwnershipComponent
    NetworkObjectSpawnManyObjectsTests.SpawnObjecTrackingComponent
    NetworkVarBufferCopyTest.DummyNetBehaviour
    NetworkVariableInheritanceTests.ComponentA
    NetworkVariableTest
    NetworkVisibilityComponent
    NonWorkingUserNetworkVariableComponent
    OwnerModifiedObject
    OwnerPermissionObject
    RpcManyClientsObject
    RpcTests.CompileTimeNoRpcsBaseClassTest
    RpcTests.GenericRpcTestNB<T>
    RpcTypeSerializationTests.RpcTestNB
    ShowHideObject
    SpawnTest
    TemplateNetworkBehaviourType<T>
    WorkingUserNetworkVariableComponentBase
    RpcTestComponent
    ObjectNameIdentifier
    Inherited Members
    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.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.Netcode
    Assembly: solution.dll
    Syntax
    public abstract class NetworkBehaviour : MonoBehaviour

    Properties

    Name Description
    HasNetworkObject

    Gets whether or not this NetworkBehaviour instance has a NetworkObject owner.

    IsClient

    Gets if we are executing as client

    IsHost

    Gets if we are executing as Host, I.E Server and Client

    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.

    IsOwnedByServer

    Gets Whether or not the object has a owner

    IsOwner

    Gets if the object is owned by the local player or if the object is the local player object

    IsServer

    Gets if we are executing as server

    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

    NetworkBehaviourId

    Gets NetworkId for this NetworkBehaviour from the owner NetworkObject

    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

    NetworkObject

    Gets the NetworkObject that owns this NetworkBehaviour instance

    NetworkObjectId

    Gets the NetworkId of the NetworkObject that owns this NetworkBehaviour

    OwnerClientId

    Gets the ClientId that owns the NetworkObject

    m_TargetIdBeingSynchronized

    The relative client identifier targeted for the serialization of this NetworkBehaviour instance.

    Methods

    Name Description
    GetNetworkBehaviour(ushort)

    Returns a the NetworkBehaviour with a given BehaviourId for the current NetworkObject

    GetNetworkObject(ulong)

    Gets the local instance of a object with a given NetworkId

    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!!

    OnGainedOwnership()

    Gets called when the local client gains ownership of this object

    OnLostOwnership()

    Gets called when we loose ownership of this object

    OnNetworkDespawn()

    Gets called when the NetworkObject gets despawned. Is called both on the server and clients.

    OnNetworkObjectParentChanged(NetworkObject)

    Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed

    OnNetworkSpawn()

    Gets called when the NetworkObject gets spawned, message handlers are ready to be registered and the network is setup.

    OnOwnershipChanged(ulong, ulong)

    Invoked on all clients, override this method to be notified of any ownership changes (even if the instance was niether the previous or newly assigned current owner).

    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.

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