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    Class NetworkPrefabHandler

    Primary handler to add or remove customized spawn and destroy handlers for a network prefab (i.e. a prefab with a NetworkObject component) Register custom prefab handlers by implementing the INetworkPrefabInstanceHandler interface.

    Inheritance
    object
    NetworkPrefabHandler
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.Netcode
    Assembly: solution.dll
    Syntax
    public class NetworkPrefabHandler

    Methods

    Name Description
    AddHandler(uint, INetworkPrefabInstanceHandler)

    Use a GlobalObjectIdHash to register a class that implements the INetworkPrefabInstanceHandler interface with the NetworkPrefabHandler

    AddHandler(NetworkObject, INetworkPrefabInstanceHandler)

    Use a NetworkObject to register a class that implements the INetworkPrefabInstanceHandler interface with the NetworkPrefabHandler

    AddHandler(GameObject, INetworkPrefabInstanceHandler)

    Use a GameObject to register a class that implements the INetworkPrefabInstanceHandler interface with the NetworkPrefabHandler

    AddNetworkPrefab(GameObject)

    Adds a new prefab to the network prefab list. This can be any GameObject with a NetworkObject component, from any source (addressables, asset bundles, Resource.Load, dynamically created, etc)

    There are three limitations to this method:

    • If you have NetworkConfig.ForceSamePrefabs enabled, you can only do this before starting networking, and the server and all connected clients must all have the same exact set of prefabs added via this method before connecting
    • Adding a prefab on the server does not automatically add it on the client - it's up to you to make sure the client and server are synchronized via whatever method makes sense for your game (RPCs, configurations, deterministic loading, etc)
    • If the server sends a Spawn message to a client that has not yet added a prefab for, the spawn message and any other relevant messages will be held for a configurable time (default 1 second, configured via NetworkConfig.SpawnTimeout) before an error is logged. This is intended to enable the SDK to gracefully handle unexpected conditions (slow disks, slow network, etc) that slow down asset loading. This timeout should not be relied on and code shouldn't be written around it - your code should be written so that the asset is expected to be loaded before it's needed.
    GetNetworkPrefabOverride(GameObject)

    Returns the GameObject to use as the override as could be defined within the NetworkPrefab list Note: This should be used to create GameObject pools (with NetworkObject components) under the scenario where you are using the Host model as it spawns everything locally. As such, the override will not be applied when spawning locally on a Host. Related Classes and Interfaces: INetworkPrefabInstanceHandler

    RegisterHostGlobalObjectIdHashValues(GameObject, List<GameObject>)

    HOST ONLY! Since a host is unique and is considered both a client and a server, for each source NetworkPrefab you must manually register all potential GameObject target overrides that have the NetworkObject component.

    RemoveHandler(uint)

    Use the GlobalObjectIdHash of the overridden network prefab asset to remove a registered class that implements the INetworkPrefabInstanceHandler interface.

    RemoveHandler(NetworkObject)

    Use the NetworkObject of the overridden network prefab asset to remove a registered class that implements the INetworkPrefabInstanceHandler interface.

    RemoveHandler(GameObject)

    Use the GameObject of the overridden network prefab asset to remove a registered class that implements the INetworkPrefabInstanceHandler interface.

    RemoveNetworkPrefab(GameObject)

    Remove a prefab from the prefab list. As with AddNetworkPrefab, this is specific to the client it's called on - calling it on the server does not automatically remove anything on any of the client processes.

    Like AddNetworkPrefab, when NetworkConfig.ForceSamePrefabs is enabled, this cannot be called after connecting.

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