Componente para sincronizar la posición de los objetos en red.
| characterContoller | El CharacterController almacenado en caché. |
| clientMoveCallback2D | A callback that can be used to validate on the server, the movement of client authoritative objects. |
| clientMoveCallback3D | A callback that can be used to validate on the server, the movement of client authoritative objects. |
| grounded | Indica al NetworkTransform que se encuentra en la superficie (esto es lo predeterminado). |
| interpolateMovement | Habilita la interpolación de un movimiento sincronizado. |
| interpolateRotation | Habilita la interpolación de la rotación sincronizada. |
| lastSyncTime | La marca de tiempo más reciente en la que ha llegado un paquete de sincronización de movimiento para este objeto. |
| movementTheshold | Distancia que un objeto puede moverse sin tener que enviar una actualización de sincronización de movimiento. |
| rigidbody2D | Cached Rigidbody2D. |
| rigidbody3D | Cached Rigidbody. |
| rotationSyncCompression | Qué tanta compresión se aplicarán a las actualizaciones de sincronización de rotaciones. |
| sendInterval | El valor sendInterval controla con qué frecuencia son enviadas las actualizaciones de estado para este objeto. |
| snapThreshold | Si una actualización de movimiento coloca un objeto desde su posición inicial más lejos que este valor, será colocado inmediatamente a esa posición en vez de producirse un movimiento suave. |
| syncRotationAxis | Indica cuál eje de rotación será sincronizado. |
| targetSyncPosition | Posición objetivo a la que se dirige la interpolación. |
| targetSyncRotation2D | Rotación objetivo a la que se dirige la interpolación. |
| targetSyncRotation3D | Posición objetivo a la que se dirige la interpolación. |
| targetSyncVelocity | Velocidad enviada para la sincronización. |
| transformSyncMode | Cuál método usar para sincronizar la posición del objeto. |
| ClientMoveCallback2D | This is the delegate use for the movement validation callback function clientMoveCallback2D on NetworkTransforms. |
| ClientMoveCallback3D | This is the delegate use for the movement validation callback function clientMoveCallback3D on NetworkTransforms. |
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
| isActiveAndEnabled | Has the Behaviour had enabled called. |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | El tag de este game object. |
| transform | The Transform attached to this GameObject (null if there is none attached). |
| useGUILayout | Disabling this lets you skip the GUI layout phase. |
| connectionToClient | El NetworkConnection asociado con este [NetworkIdentity]]. Es válido únicamente para objetos de jugador en el servidor. |
| connectionToServer | El NetworkConnection asociado con este [NetworkIdentity]]. Es válido únicamente para objetos de jugador en el servidor. |
| hasAuthority | Devuelve true si este objeto es su versión autoritaria en la aplicación distribuida en red. |
| isClient | Devuelve true si está ejecutándose como un cliente, y este objeto fue generado por un servidor. |
| isLocalPlayer | Devuelve true si este objeto es el que representa al jugador en la máquina local. |
| isServer | Devuelve true si está ejecutándose como un cliente, y este objeto fue generado por un servidor. |
| localPlayerAuthority | Este valor es utilizado en la instancia de NetworkIdentity, y está disponible aquí como un acceso conveniente desde scripts. |
| netId | Id de red único para este objeto. |
| playerControllerId | El id del jugador asociado con este comportamiento. |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | El nombre del objeto. |
| BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
| CompareTag | ¿Este game object está etiquetado con tag? |
| GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
| SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
| SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
| CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
| Invoke | Invokes the method methodName in time seconds. |
| InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
| IsInvoking | Is any invoke on methodName pending? |
| StartCoroutine | Starts a coroutine. |
| StopAllCoroutines | Stops all coroutines running on this behaviour. |
| StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. |
| ClearAllDirtyBits | Limpia todos los bits sucios que fueron colocados en este script por SetDirtyBits(); |
| GetNetworkChannel | Esta función virtual es usada para especificar el canal QoS que será utilizado para las actualizaciones SyncVar de este script. |
| GetNetworkSendInterval | Esta función virtual es utilizada para especificar el intervalo de envío empleado en las actualizaciones SyncVar de este script. |
| InvokeCommand | Invocar manualmente un Command. |
| InvokeRPC | Invocar manualmente una función RPC. |
| InvokeSyncEvent | Invocar manualmente un SyncEvent. |
| OnCheckObserver | Callback usado por el sistema de visibilidad para determinar si un observador (jugador) puede ver a este objeto. |
| OnDeserialize | Función virtual para sobreescribir la recepción personalizada de datos serializados. |
| OnNetworkDestroy | Es invocado sobre los clientes cuando el servidor ha ocasionado que este objeto sea destruido. |
| OnRebuildObservers | Callback usado por el sistema de visibilidad para (re)construir el conjunto de observadores que pueden ver a este objeto. |
| OnSerialize | Función virtual para sobreescribir el envío personalizado de datos serializados. |
| OnSetLocalVisibility | Callback usado por el sistema de visibilidad para los objetos en un anfitrión. |
| OnStartAuthority | Es invocado en comportamientos que tienen autoridad, basado en el contexto y en el valor LocalPlayerAuthority que haya en NetworkIdentity. |
| OnStartClient | Called on every NetworkBehaviour when it is activated on a client. |
| OnStartLocalPlayer | Es llamado cuando ha sido inicializado el objeto local del jugador. |
| OnStartServer | Es llamado cuando el servidor empieza a escuchar. |
| OnStopAuthority | This is invoked on behaviours when authority is removed. |
| PreStartClient | Método interno invocado sobre los objetos clientes para resolver referencias a GameObject. |
| SetDirtyBit | Usado para colocar el comportamiento como sucio, a fin de que sea enviada una actualización de red para el objeto. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Devuelve el nombre del objeto. |
| Logs message to the Unity Console (identical to Debug.Log). | |
| Destroy | Elimina un gameobject, componente o asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
| FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
| Instantiate | Devuelve el nombre del objeto. |
| bool | ¿Existe el objeto? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
| Awake | Awake is called when the script instance is being loaded. |
| FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
| LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
| OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
| OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
| OnApplicationFocus | Sent to all game objects when the player gets or loses focus. |
| OnApplicationPause | Sent to all game objects when the player pauses. |
| OnApplicationQuit | Sent to all game objects before the application is quit. |
| OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
| OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
| OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
| OnCollisionEnter | OnCollisionEnter se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody. |
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
| OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
| OnConnectedToServer | Called on the client when you have successfully connected to a server. |
| OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
| OnDestroy | This function is called when the MonoBehaviour will be destroyed. |
| OnDisable | This function is called when the behaviour becomes disabled () or inactive. |
| OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
| OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
| OnDrawGizmosSelected | Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. |
| OnEnable | This function is called when the object becomes enabled and active. |
| OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
| OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
| OnGUI | OnGUI is called for rendering and handling GUI events. |
| OnJointBreak | Called when a joint attached to the same game object broke. |
| OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
| OnLevelWasLoaded | This function is called after a new level was loaded. |
| OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
| OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
| OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
| OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
| OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
| OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
| OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
| OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
| OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
| OnParticleCollision | OnParticleCollision is called when a particle hits a collider. |
| OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
| OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
| OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
| OnPreCull | OnPreCull is called before a camera culls the scene. |
| OnPreRender | OnPreRender se llama antes de que la cámara comience a renderizar la escena. |
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
| OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
| OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
| OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
| OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
| OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. |
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
| OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
| OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
| OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. |
| Reset | Reset to default values. |
| Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
| Update | Update is called every frame, if the MonoBehaviour is enabled. |
| CmdDelegate | Delegado para funciones Command. |
| EventDelegate | Delegado para funciones Event. |