Class NetCodeClientSettings
The IEntitiesPlayerSettings baking settings to use for client only 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
NetCodeClientSettings
Inherited Members
ScriptableSingleton<NetCodeClientSettings>.GetFilePath()
ScriptableSingleton<NetCodeClientSettings>.instance
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, InstantiateParameters)
Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Assembly: Unity.NetCode.Authoring.Hybrid.dll
Syntax
[FilePath("ProjectSettings/NetCodeClientSettings.asset", FilePathAttribute.Location.ProjectFolder)]
public class NetCodeClientSettings : ScriptableSingleton<NetCodeClientSettings>, IEntitiesPlayerSettings
Fields
ClientTarget
Declaration
[SerializeField]
public NetCodeClientTarget ClientTarget
Field Value
Properties
CustomDependency
Declaration
public string CustomDependency { get; }
Property Value
GUID
Declaration
public Hash128 GUID { get; }
Property Value
Methods
GetAdditionalScriptingDefines()
Declaration
public string[] GetAdditionalScriptingDefines()
Returns
GetFilterSettings()
Declaration
public BakingSystemFilterSettings GetFilterSettings()
Returns
GetHash()
Declaration
Returns
Implements
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