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
NetworkPrefabHandler
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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