Namespace Unity.NetCode | Unity NetCode | 0.2.0-preview.5
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    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

    ClientServerTickRateRefreshRequest

    CollisionHistoryBufferRef

    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.

    PreSpawnedGhostId

    The ghost ID on a pre-spawned entity, it's unique withing the subscene.

    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)

    SnapshotBaseline

    SubSceneGhostComponentHash

    The hash of all the ghost component data which exists in the scene. This can be used to sort the subscenes so the ghost IDs of the pre-spawned scene objects line up deterministically.

    ThinClientComponent

    Interfaces

    ICommandData<T>

    IGhostDeserializerCollection

    IGhostSendSystem

    IGhostSerializer<T>

    IGhostSerializerCollection

    IGhostSpawnSystem

    INetworkStreamDriverConstructor

    IRpcCommand

    ISnapshotData<T>

    Enums

    ClientServerBootstrap.PlayType

    ClientServerTickRate.FrameRateMode

    ConvertToClientServerEntity.ConversionTargetType

    GhostAuthoringComponent.ClientInstantionType

    GhostAuthoringComponent.ClientSendType

    GhostDefaultComponentAttribute.Type

    NetworkStreamDisconnectReason

    NetworkStreamProtocol

    RpcSystem.ErrorCodes

    UpdateInWorld.TargetWorld

    Delegates

    GhostDistanceImportance.ScaleImportanceByDistanceDelegate

    RpcExecutor.ExecuteDelegate

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