Class NetCodeDebugConfigAuthoring
Add this component to a gameobject present in a sub-scene to configure the NetDebug logging level and enable packet dumps.
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.GetEntityId()
Object.MemberwiseClone()
Object.GetInstanceID()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
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.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.name
Object.hideFlags
Namespace: Unity.NetCode
Assembly: Unity.NetCode.Authoring.Hybrid.dll
Syntax
[HelpURL("https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/api/Unity.NetCode.NetCodeDebugConfigAuthoring.html")]
public class NetCodeDebugConfigAuthoring : MonoBehaviour
Fields
DumpPackets
Enable/Disable per connection packet dumps. When enabled, for each connection a file is created containing all the packet sent (for the server) or received (for the client). The packet dump use quite a lot of resources and should be used mostly (if not only) for debugging replication issues.
Declaration
public bool DumpPackets
Field Value
| Type | Description |
|---|---|
| bool |
LogLevel
The current debug level used by netcode.
Declaration
public NetDebug.LogLevelType LogLevel
Field Value
| Type | Description |
|---|---|
| NetDebug.LogLevelType |