AddPlayer | Internal networking system message for adding player objects to client instances. |
Animation | Internal networking system message for sending synchronizing animation state. |
AnimationParameters | Internal networking system message for sending synchronizing animation parameter state. |
AnimationTrigger | Internal networking system message for sending animation triggers. |
Command | Internal networking system message for sending a command from client to server. |
Connect | Internal networking system message for communicating a connection has occurred. |
CRC | Internal networking system message for HLAPI CRC checking. |
Disconnect | Internal networking system message for communicating a disconnect has occurred,. |
Error | Internal networking system message for communicating an error. |
Highest | The highest value of built-in networking system message ids. User messages must be above this value. |
InternalHighest | The highest value of internal networking system message ids. User messages must be above this value. User code cannot replace these handlers. |
LobbyAddPlayerFailed | Internal networking system message for communicating failing to add lobby player. |
LobbyReadyToBegin | Internal networking system message for communicating a player is ready in the lobby. |
LobbyReturnToLobby | Internal networking system messages used to return the game to the lobby scene. |
LobbySceneLoaded | Internal networking system message for communicating a lobby player has loaded the game scene. |
LocalChildTransform | Internal networking system message for sending tranforms for client object from client to server. |
LocalClientAuthority | Internal networking system message for setting authority to a client for an object. |
LocalPlayerTransform | Internal networking system message for sending tranforms from client to server. |
NetworkInfo | Internal networking system message for sending information about network peers to clients. |
NotReady | Internal networking system message for server to tell clients they are no longer ready. |
ObjectDestroy | Internal networking system message for destroying objects. |
ObjectHide | Internal networking system message for hiding objects. |
ObjectSpawn | Internal networking system message for spawning objects. |
ObjectSpawnScene | Internal networking system message for spawning scene objects. |
Owner | Internal networking system message for telling clients they own a player object. |
PeerClientAuthority | Internal networking system message for sending information about changes in authority for non-player objects to clients. |
Ready | Internal networking system message for clients to tell server they are ready. |
ReconnectPlayer | Internal networking system message used when a client connects to the new host of a game. |
RemovePlayer | Internal networking system message for removing a player object which was spawned for a client. |
Rpc | Internal networking system message for sending a ClientRPC from server to client. |
Scene | Internal networking system message that tells clients which scene to load when they connect to a server. |
SpawnFinished | Internal networking system messages used to tell when the initial contents of a scene is being spawned. |
SyncEvent | Internal networking system message for sending a SyncEvent from server to client. |
SyncList | Internal networking system message for sending a USyncList generic list. |
UpdateVars | Internal networking system message for updating SyncVars on a client from a server. |