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    Struct NetworkStreamReceiveSystem

    The NetworkStreamReceiveSystem is one of the most important system of the NetCode package and its fundamental job is to manage all the NetworkStreamConnection life-cycles (creation, update, destruction), and receiving all the NetworkStreamProtocol message types. It is responsible also responsible for:

    - creating the NetworkStreamDriver singleton (see also NetworkDriverStore and NetworkDriver).

    - handling the driver migration (see DriverMigrationSystem and MigrationTicket).

    - listening and accepting incoming connections (server).

    - exchanging the NetworkProtocolVersion during the initial handshake.

    - updating the ConnectionState state component if present.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(NetworkReceiveSystemGroup))]
    [CreateAfter(typeof(NetDebugSystem))]
    [CreateAfter(typeof(RpcSystem))]
    [BurstCompile]
    public struct NetworkStreamReceiveSystem : ISystem

    Properties

    DriverConstructor

    Assign your INetworkStreamDriverConstructor to customize the NetworkDriver construction.

    Declaration
    public static INetworkStreamDriverConstructor DriverConstructor { get; set; }
    Property Value
    Type Description
    INetworkStreamDriverConstructor
    In This Article
    • Properties
      • DriverConstructor
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