Namespace Unity.NetCode
Classes
AfterSimulationInterpolationSystem
BeforeSimulationInterpolationSystem
ClientAndServerInitializationSystemGroup
ClientAndServerSimulationSystemGroup
ClientInitializationSystemGroup
ClientPresentationSystemGroup
ClientServerBootstrap
ClientSimulationSystemGroup
CommandDataUtility
CommandReceiveSystem<TCommandData>
CommandSendSystem<TCommandData>
ConvertToClientServerEntity
DefaultGhostSpawnSystem<T>
GhostAuthoringComponent
GhostAuthoringConversion
GhostCollectionAuthoringComponent
GhostDefaultComponentAttribute
GhostDefaultFieldAttribute
GhostDespawnSystem
GhostDistancePartitioningSystem
GhostPredictionSystemGroup
GhostReceiveSystem<TGhostDeserializerCollection>
GhostSendSystem<TGhostSerializerCollection>
GhostSimulationSystemGroup
GhostSnapshotValue
GhostSpawnSystemGroup
GhostUpdateSystemGroup
HeartbeatReceiveSystem
HeartbeatReplySystem
HeartbeatSendSystem
NetCodeBufferComponentExtensions
NetworkReceiveSystemGroup
NetworkStreamCloseSystem
NetworkStreamReceiveSystem
NetworkTimeSystem
NullCommandReceiveSystem
NullCommandSendSystem
PhysicsNetCodeOrderingSystem
PhysicsWorldHistory
RenderInterpolationSystem
RpcCommandRequestSystem<TActionRequest>
RpcCommandRequestSystemGroup
RpcSystem
ServerInitializationSystemGroup
ServerSimulationSystemGroup
SnapshotDataUtility
TickClientInitializationSystem
TickClientPresentationSystem
TickClientSimulationSystem
TickServerInitializationSystem
TickServerSimulationSystem
UpdateInWorld
Structs
ClientServerTickRate
CollisionHistoryBuffer
CommandDataInterpolationDelay
CommandTargetComponent
CurrentSimulatedPosition
CurrentSimulatedRotation
DefaultGhostSpawnSystem<T>.PredictSpawnGhost
FixedClientTickRate
GameProtocolVersion
GhostAuthoringComponent.GhostComponent
GhostAuthoringComponent.GhostComponentField
GhostCollectionAuthoringComponent.Ghost
GhostComponent
Component signaling an entity which is replicated over the network
GhostConnectionPosition
GhostDeltaPredictor
GhostDeserializerState
GhostDespawnSystem.DelayedDespawnGhost
GhostDistanceImportance
Singleton component used to control distance based importance settings
GhostDistancePartition
GhostDistancePartitionShared
GhostEntity
GhostPrefabBuffer
GhostPrefabCollectionComponent
GhostSerializerState
GhostSystemStateComponent
GhostTypeComponent
Component storing the guid of the prefab the ghost was created from. This is used to lookup ghost type in a robust way which works even if two ghosts have the same archetype
IncomingCommandDataStreamBufferComponent
IncomingRpcDataStreamBufferComponent
IncomingSnapshotDataStreamBufferComponent
NetworkIdComponent
NetworkProtocolVersion
NetworkSnapshotAckComponent
NetworkStreamConnection
NetworkStreamDisconnected
NetworkStreamInGame
NetworkStreamRequestDisconnect
NullCommandData
OutgoingRpcDataStreamBufferComponent
PortableFunctionPointer<T>
PredictedGhostComponent
Component on client signaling that an entity is predicted instead of interpolated
PredictedGhostSpawnRequestComponent
Component used to request predictive spawn of a ghost. Create an entity with this tag and an ISnapshotData of the ghost type you want to create. The ghost type must support predictive spawning to use this.
PreviousSimulatedPosition
PreviousSimulatedRotation
ReceiveRpcCommandRequestComponent
RenderInterpolationParameters
RpcExecutor
RpcExecutor.Parameters
RpcQueue<T>
SendRpcCommandRequestComponent
SerializeData
SharedGhostTypeComponent
Component used on the server to make sure ghosts of difference ghost types are in different chunks even if they have the same archetype (but different data)