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    Class NetworkPrefabsList

    A ScriptableObject for holding a network prefabs list, which can be shared between multiple NetworkManagers.

    When NetworkManagers hold references to this list, modifications to the list at runtime will be picked up by all NetworkManagers that reference it.

    Inheritance
    object
    Object
    ScriptableObject
    NetworkPrefabsList
    Inherited Members
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    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
    [CreateAssetMenu(fileName = "NetworkPrefabsList", menuName = "Netcode/Network Prefabs List")]
    public class NetworkPrefabsList : ScriptableObject

    Properties

    Name Description
    PrefabList

    Read-only view into the prefabs list, enabling iterating and examining the list. Actually modifying the list should be done using Add(NetworkPrefab) and Remove(NetworkPrefab).

    Methods

    Name Description
    Add(NetworkPrefab)

    Adds a prefab to the prefab list. Performing this here will apply the operation to all NetworkManagers that reference this list.

    Contains(NetworkPrefab)

    Check if the given NetworkPrefab is present within the list

    Contains(GameObject)

    Check if the given GameObject is present as a prefab within the list

    Remove(NetworkPrefab)

    Removes a prefab from the prefab list. Performing this here will apply the operation to all NetworkManagers that reference this list.

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