Namespace Unity.Netcode.Components
Classes
AnticipatedNetworkTransform
A subclass of Network
- Snap: In this mode (with Stale
Data set to Ignore and no OnHandling Reanticipate(double) callback), the moment a more up-to-date value is received from the authority, it will simply replace the anticipated value, resulting in a "snap" to the new value if it is different from the anticipated value. - Smooth: In this mode (with Stale
Data set to Ignore and an OnHandling Reanticipate(double) callback that calls Smooth(TransformState, Transform from the anticipated value to the authority value with an appropriate Lerp(float, float, float)-style smooth function), when a more up-to-date value is received from the authority, it will interpolate over time from an incorrect anticipated value to the correct authoritative value.State, float) - Constant Reanticipation: In this mode (with Stale
Data set to Reanticipate and an OnHandling Reanticipate(double) that calculates a new anticipated value based on the current authoritative value), when a more up-to-date value is received from the authority, user code calculates a new anticipated value, possibly calling Smooth(TransformState, Transform to interpolate between the previous anticipation and the new anticipation. This is useful for values that change frequently and need to constantly be re-evaluated, as opposed to values that change only in response to user action and simply need a one-time anticipation when the user performs that action.State, float)
Note that these three modes may be combined. For example, if an On
NetworkAnimator
NetworkAnimator enables remote synchronization of Animator state for on network objects.
NetworkRigidbody
NetworkRigidbody allows for the use of Rigidbody on network objects. By controlling the kinematic mode of the Rigidbody and disabling it on all peers but the authoritative one.
NetworkRigidbody2D
NetworkRigidbody allows for the use of Rigidbody2D on network objects. By controlling the kinematic mode of the rigidbody and disabling it on all peers but the authoritative one.
NetworkRigidbodyBase
NetworkRigidbodyBase is a unified Rigidbody and Rigidbody2D integration that helps to synchronize physics motion, collision, and interpolation
when used with a Network
NetworkTransform
A component for syncing transforms. NetworkTransform will read the underlying transform and replicate it to clients. The replicated value will be automatically be interpolated (if active) and applied to the underlying GameObject's transform.
RigidbodyContactEventManager
Structs
AnticipatedNetworkTransform.TransformState
HalfVector3
Half float precision Vector3.
HalfVector4
Half Precision Vector4 that can also be used to convert a Quaternion to half precision.
NetworkDeltaPosition
Used to synchromnize delta position when half float precision is enabled
NetworkTransform.NetworkTransformState
Data structure used to synchronize the Network
Interfaces
IContactEventHandler
Enums
NetworkRigidbodyBase.RigidbodyTypes
Used to define the type of Rigidbody implemented.
NetworkTransform.AuthorityModes
Delegates
NetworkTransform.AddLogEntryHandler
For debugging delta position and half vector3
NetworkTransform.OnClientRequestChangeDelegate
The handler delegate type that takes client requested changes and returns resulting changes handled by the server.