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    Class NetCodeClientAndServerSettings

    The Unity.Entities.Build.IEntitiesPlayerSettings baking settings to use for server builds. You can assign the GUID to the Unity.Scenes.SceneSystemData.BuildConfigurationGUID to instrument the asset import worker to bake the scene using this setting.

    Inheritance
    object
    Object
    ScriptableObject
    ScriptableSingleton<NetCodeClientAndServerSettings>
    NetCodeClientAndServerSettings
    Implements
    IEntitiesPlayerSettings
    Inherited Members
    ScriptableSingleton<NetCodeClientAndServerSettings>.Save(bool)
    ScriptableSingleton<NetCodeClientAndServerSettings>.GetFilePath()
    ScriptableSingleton<NetCodeClientAndServerSettings>.instance
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
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    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
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    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode.Hybrid
    Assembly: Unity.NetCode.Authoring.Hybrid.dll
    Syntax
    [FilePath("ProjectSettings/NetCodeClientAndServerSettings.asset", FilePathAttribute.Location.ProjectFolder)]
    public class NetCodeClientAndServerSettings : ScriptableSingleton<NetCodeClientAndServerSettings>, IEntitiesPlayerSettings

    Fields

    CurrentImportanceSuggestions

    Editor-only helper - allows you to configure the value-specific suggested ranges on the Importance tooltip.

    Declaration
    [SerializeField]
    public List<EditorImportanceSuggestion> CurrentImportanceSuggestions
    Field Value
    Type Description
    List<EditorImportanceSuggestion>

    GlobalNetCodeConfig

    The NetCodeConfig automatically added to the build, accessed via user-code via Global.

    Declaration
    [SerializeField]
    public NetCodeConfig GlobalNetCodeConfig
    Field Value
    Type Description
    NetCodeConfig

    Properties

    CustomDependency

    Declaration
    public string CustomDependency { get; }
    Property Value
    Type Description
    string

    GUID

    Declaration
    public Hash128 GUID { get; }
    Property Value
    Type Description
    Hash128

    Methods

    GetAdditionalScriptingDefines()

    Declaration
    public string[] GetAdditionalScriptingDefines()
    Returns
    Type Description
    string[]

    GetFilterSettings()

    Declaration
    public BakingSystemFilterSettings GetFilterSettings()
    Returns
    Type Description
    BakingSystemFilterSettings

    GetHash()

    Declaration
    public Hash128 GetHash()
    Returns
    Type Description
    Hash128

    Implements

    Unity.Entities.Build.IEntitiesPlayerSettings
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