docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

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

    Methods

    AddHandler(uint, INetworkPrefabInstanceHandler)

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

    Declaration
    public bool AddHandler(uint globalObjectIdHash, INetworkPrefabInstanceHandler instanceHandler)
    Parameters
    Type Name Description
    uint globalObjectIdHash

    the GlobalObjectIdHash value of the network prefab asset being overridden

    INetworkPrefabInstanceHandler instanceHandler

    a class that implements the INetworkPrefabInstanceHandler interface

    Returns
    Type Description
    bool

    AddHandler(NetworkObject, INetworkPrefabInstanceHandler)

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

    Declaration
    public bool AddHandler(NetworkObject prefabAssetNetworkObject, INetworkPrefabInstanceHandler instanceHandler)
    Parameters
    Type Name Description
    NetworkObject prefabAssetNetworkObject

    the NetworkObject of the network prefab asset to be overridden

    INetworkPrefabInstanceHandler instanceHandler

    the class that implements the INetworkPrefabInstanceHandler interface to be registered

    Returns
    Type Description
    bool

    AddHandler(GameObject, INetworkPrefabInstanceHandler)

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

    Declaration
    public bool AddHandler(GameObject networkPrefabAsset, INetworkPrefabInstanceHandler instanceHandler)
    Parameters
    Type Name Description
    GameObject networkPrefabAsset

    the GameObject of the network prefab asset to be overridden

    INetworkPrefabInstanceHandler instanceHandler

    class that implements the INetworkPrefabInstanceHandler interface to be registered

    Returns
    Type Description
    bool

    true (registered) false (failed to register)

    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.
    Declaration
    public void AddNetworkPrefab(GameObject prefab)
    Parameters
    Type Name Description
    GameObject prefab
    Exceptions
    Type Condition
    Exception

    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

    Declaration
    public GameObject GetNetworkPrefabOverride(GameObject gameObject)
    Parameters
    Type Name Description
    GameObject gameObject

    the GameObject to be checked for a NetworkManager defined NetworkPrefab override

    Returns
    Type Description
    GameObject

    a GameObject that is either the override or if no overrides exist it returns the same as the one passed in as a parameter

    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.

    Declaration
    public void RegisterHostGlobalObjectIdHashValues(GameObject sourceNetworkPrefab, List<GameObject> networkPrefabOverrides)
    Parameters
    Type Name Description
    GameObject sourceNetworkPrefab

    source NetworkPrefab to be overridden

    List<GameObject> networkPrefabOverrides

    one or more NetworkPrefabs could be used to override the source NetworkPrefab

    RemoveHandler(uint)

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

    Declaration
    public bool RemoveHandler(uint globalObjectIdHash)
    Parameters
    Type Name Description
    uint globalObjectIdHash

    GlobalObjectIdHash of the source NetworkPrefab that was being overridden

    Returns
    Type Description
    bool

    true (success) or false (failure)

    RemoveHandler(NetworkObject)

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

    Declaration
    public bool RemoveHandler(NetworkObject networkObject)
    Parameters
    Type Name Description
    NetworkObject networkObject

    NetworkObject of the source NetworkPrefab that was being overridden

    Returns
    Type Description
    bool

    true (success) or false (failure)

    RemoveHandler(GameObject)

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

    Declaration
    public bool RemoveHandler(GameObject networkPrefabAsset)
    Parameters
    Type Name Description
    GameObject networkPrefabAsset

    GameObject of the network prefab asset that was being overridden

    Returns
    Type Description
    bool

    true (success) or false (failure)

    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.

    Declaration
    public void RemoveNetworkPrefab(GameObject prefab)
    Parameters
    Type Name Description
    GameObject prefab
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)