class in UnityEditor.Networking.PlayerConnection
/
Hereda de:ScriptableObject
Handles the connection from the Editor to the Player.
Sets up events for connecting to and sending data to the Player.
This is a singleton class and can be accessed using EditorConnection.instance.
This can only be used in a class that inherits from MonoBehaviour, Object or ScriptableObject.
Set the "Autoconnect Profiler" in the Build Settings or build the Player through code with the BuildPipeline using build options: BuildOptions.ConnectToHost and BuildOptions.Development to initialize the connection.
The Player ID is used to tell multiple connected Players apart. By default, data is sent to all Players. A connected Player's ID is not guaranteed to be the same the next time it connects.
| ConnectedPlayers | A list of the connected players. | 
| DisconnectAll | This disconnects all of the active connections. | 
| Initialize | Initializes the EditorConnection. | 
| Register | Registers a callback on a certain message ID. | 
| RegisterConnection | Registers a callback, executed when a new Player connects to the Editor. | 
| RegisterDisconnection | Registers a callback on a Player when that Player disconnects. | 
| Send | Sends data to multiple or single Player(s). | 
| Unregister | Deregisters a registered callback. | 
| hideFlags | ¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario? | 
| name | El nombre del objeto. | 
| GetInstanceID | Devuelve el id de la instancia del objeto. | 
| ToString | Devuelve el nombre del objeto. | 
| Destroy | Elimina un gameobject, componente o asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Hace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena. | 
| FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. | 
| FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. | 
| Instantiate | Clona el objeto original y devuelve el clon. | 
| CreateInstance | Crea una instancia de un objeto scriptable. | 
| bool | ¿Existe el objeto? | 
| operator != | Compare si dos objetos se refieren a un objeto diferente. | 
| operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. | 
| Awake | Esta función se llama cuando el script ScriptableObject empieza. | 
| OnDestroy | Esta función se llama cuando el objeto scriptable se destruirá. | 
| OnDisable | Esta función se llama cuando el objeto scriptable se va fuera del alcance (scope). | 
| OnEnable | Esta función se llama cuando el objeto es cargado. |