Class NetworkBehaviourSynchronizeFailureComponent
A test NetworkBeahviour that simulates various types of synchronization failures and provides a synchronization success version to validate that synchronization will continue if user synchronization code fails.
Inheritance
NetworkBehaviourSynchronizeFailureComponent
Inherited Members
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.Netcode.RuntimeTests
Assembly: solution.dll
Syntax
public class NetworkBehaviourSynchronizeFailureComponent : NetworkBehaviour
Properties
Name | Description |
---|---|
ClientSpawnCount | |
NumberOfFailureTypes | |
ServerSpawnCount |
Methods
Name | Description |
---|---|
AssignNextFailureType() | |
OnNetworkSpawn() | Gets called when the NetworkObject gets spawned, message handlers are ready to be registered and the network is setup. |
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. |
ResetBehaviour() |