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Unity.Netcode

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Unity.Netcode.Arithmetic#

Arithmetic helper class

Unity.Netcode.BitCounter#

Unity.Netcode.BytePacker#

Utility class for packing values in serialization.

Unity.Netcode.ByteUnpacker#

Unity.Netcode.ClientRpcAttribute#

Marks a method as ClientRpc.

A ClientRpc marked method will be fired by the server but executed on clients.

Unity.Netcode.CustomMessagingManager#

The manager class to manage custom messages, note that this is different from the NetworkManager custom messages. These are named and are much easier to use.

Unity.Netcode.ErrorUtilities#

Unity.Netcode.FixedQueue-1#

Queue with a fixed size

Unity.Netcode.InvalidChannelException#

Unity.Netcode.InvalidParentException#

Exception thrown when the new parent candidate of the NetworkObject is not valid

Unity.Netcode.NetworkBehaviour#

The base class to override to write network code. Inherits MonoBehaviour

Unity.Netcode.NetworkBehaviourUpdater#

Unity.Netcode.NetworkClient#

A NetworkClient

Unity.Netcode.NetworkConfig#

The configuration object used to start server, client and hosts

Unity.Netcode.NetworkConfigurationException#

Exception thrown when a change to a configuration is wrong

Unity.Netcode.NetworkList-1#

Event based NetworkVariable container for syncing Lists

Unity.Netcode.NetworkLog#

Helper class for logging

Unity.Netcode.NetworkManager#

The main component of the library

Unity.Netcode.NetworkObject#

A component used to identify that a GameObject in the network

Unity.Netcode.NetworkPrefabHandler#

Primary handler to add or remove customized spawn and destroy handlers for a network prefab (i.e. a prefab with a NetworkObject component) Register custom prefab handlers by implementing the INetworkPrefabInstanceHandler interface.

Unity.Netcode.NetworkSceneManager#

Main class for managing network scenes when EnableSceneManagement is enabled. Uses the Unity.Netcode.SceneEventMessage message to communicate Unity.Netcode.SceneEventData between the server and client(s)

Unity.Netcode.NetworkSpawnManager#

Class that handles object spawning

Unity.Netcode.NetworkTickSystem#

Unity.Netcode.NetworkTimeSystem#

NetworkTimeSystem is a standalone system which can be used to run a network time simulation. The network time system maintains both a local and a server time. The local time is based on

Unity.Netcode.NetworkTransport#

Unity.Netcode.NetworkUpdateLoop#

Represents the network update loop injected into low-level player loop in Unity.

Unity.Netcode.NetworkVariable-1#

A variable that can be synchronized over the network.

Unity.Netcode.NetworkVariableBase#

Interface for network value containers

Unity.Netcode.NotListeningException#

Exception thrown when the operation require NetworkManager to be listening.

Unity.Netcode.NotServerException#

Exception thrown when the operation can only be done on the server

Unity.Netcode.PendingClient#

A class representing a client that is currently in the process of connecting

Unity.Netcode.RpcAttribute#

Represents the common base class for Rpc attributes.

Unity.Netcode.SceneEvent#

Used for local notifications of various scene events. The OnSceneEvent of delegate type NetworkSceneManager.SceneEventDelegate uses this class to provide scene event status/state.

Unity.Netcode.ServerRpcAttribute#

Marks a method as ServerRpc.

A ServerRpc marked method will be fired by a client but executed on the server.

Unity.Netcode.SpawnStateException#

Exception thrown when an object is not yet spawned

Unity.Netcode.StreamExtensions#

Unity.Netcode.UnityTransport#

Unity.Netcode.VisibilityChangeException#

Exception thrown when a visibility change fails

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Unity.Netcode.BitReader#

Helper class for doing bitwise reads for a FastBufferReader. Ensures all bitwise reads end on proper byte alignment so FastBufferReader doesn't have to be concerned with misaligned reads.

Unity.Netcode.BitWriter#

Helper class for doing bitwise writes for a FastBufferWriter. Ensures all bitwise writes end on proper byte alignment so FastBufferWriter doesn't have to be concerned with misaligned writes.

Unity.Netcode.BufferSerializer-1#

Two-way serializer wrapping FastBufferReader or FastBufferWriter.

Implemented as a ref struct for two reasons:

  1. The BufferSerializer cannot outlive the FBR/FBW it wraps or using it will cause a crash
  2. The BufferSerializer must always be passed by reference and can't be copied

Ref structs help enforce both of those rules: they can't out live the stack context in which they were created, and they're always passed by reference no matter what.

BufferSerializer doesn't wrapp FastBufferReader or FastBufferWriter directly because it can't. ref structs can't implement interfaces, and in order to be able to have two different implementations with the same interface (which allows us to avoid an "if(IsReader)" on every call), the thing directly wrapping the struct has to implement an interface. So IReaderWriter exists as the interface, which is implemented by a normal struct, while the ref struct wraps the normal one to enforce the two above requirements. (Allowing direct access to the IReaderWriter struct would allow dangerous things to happen because the struct's lifetime could outlive the Reader/Writer's.)

Unity.Netcode.ClientRpcParams#

Unity.Netcode.ClientRpcReceiveParams#

Unity.Netcode.ClientRpcSendParams#

Unity.Netcode.FastBufferReader#

Unity.Netcode.FastBufferWriter#

Unity.Netcode.NetworkBehaviourReference#

A helper struct for serializing NetworkBehaviours over the network. Can be used in RPCs and NetworkVariable\<T>. Note: network ids get recycled by the NetworkManager after a while. So a reference pointing to

Unity.Netcode.NetworkListEvent-1#

Struct containing event information about changes to a NetworkList.

Unity.Netcode.NetworkObjectReference#

A helper struct for serializing NetworkObjects over the network. Can be used in RPCs and NetworkVariable\<T>.

Unity.Netcode.NetworkTime#

A struct to represent a point of time in a networked game. Time is stored as a combination of amount of passed ticks + a duration offset. This struct is meant to replace the Unity Time API for multiplayer gameplay.

Unity.Netcode.ServerRpcParams#

Unity.Netcode.ServerRpcReceiveParams#

Unity.Netcode.ServerRpcSendParams#

Unity.Netcode.UnityTransport.ConnectionAddressData#

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Unity.Netcode.INetworkPrefabInstanceHandler#

Interface for customizing, overriding, spawning, and destroying Network Prefabs Used by NetworkPrefabHandler

Unity.Netcode.INetworkSerializable#

Interface for implementing custom serializable types.

Unity.Netcode.INetworkStreamDriverConstructor#

Provides an interface that overrides the ability to create your own drivers and pipelines

Unity.Netcode.INetworkUpdateSystem#

Defines the required interface of a network update system being executed by the network update loop.

Unity.Netcode.IReaderWriter#

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Unity.Netcode.HashSize#

Represents the length of a var int encoded hash Note that the HashSize does not say anything about the actual final output due to the var int encoding It just says how many bytes the maximum will be

Unity.Netcode.LogLevel#

Log level

Unity.Netcode.NetworkDelivery#

Delivery methods

Unity.Netcode.NetworkEvent#

Represents a netEvent when polling

Unity.Netcode.NetworkListEvent-1.EventType#

Enum representing the different operations available for triggering an event.

Unity.Netcode.NetworkUpdateStage#

Defines network update stages being executed by the network update loop.

Unity.Netcode.NetworkVariableReadPermission#

Permission type

Unity.Netcode.PendingClient.State#

The states of a connection

Unity.Netcode.RpcDelivery#

RPC delivery types

Unity.Netcode.SceneEventProgressStatus#

Used by NetworkSceneManager to determine if a server invoked scene event has started. The returned status is stored in the Unity.Netcode.SceneEventProgress.Status property. Note: This was formally known as SwitchSceneProgress which contained the . All s are now delivered by the OnSceneEvent event handler via the SceneEvent parameter.

Unity.Netcode.SceneEventType#

The different types of scene events communicated between a server and client. Used by NetworkSceneManager for Unity.Netcode.SceneEventMessage messages Note: This is only when EnableSceneManagement is enabled See also: SceneEvent

Unity.Netcode.UnityTransport.ProtocolType#

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Unity.Netcode.CustomMessagingManager.HandleNamedMessageDelegate#

Delegate used to handle named messages

Unity.Netcode.CustomMessagingManager.UnnamedMessageDelegate#

Delegate used for incoming unnamed messages

Unity.Netcode.NetworkList-1.OnListChangedDelegate#

Delegate type for list changed event

Unity.Netcode.NetworkManager.ConnectionApprovedDelegate#

Delegate type called when connection has been approved. This only has to be set on the server.

Unity.Netcode.NetworkObject.SpawnDelegate#

Delegate type for checking spawn options

Unity.Netcode.NetworkObject.VisibilityDelegate#

Delegate type for checking visibility

Unity.Netcode.NetworkSceneManager.OnEventCompletedDelegateHandler#

Delegate declaration for the OnLoadEventCompleted and OnUnloadEventCompleted events View LoadEventCompleted for more information View UnloadEventCompleted for more information

Unity.Netcode.NetworkSceneManager.OnLoadCompleteDelegateHandler#

Delegate declaration for the OnLoadComplete event View LoadComplete for more information

Unity.Netcode.NetworkSceneManager.OnLoadDelegateHandler#

Delegate declaration for the OnLoad event View Load for more information

Unity.Netcode.NetworkSceneManager.OnSynchronizeCompleteDelegateHandler#

Delegate declaration for the OnSynchronizeComplete event View SynchronizeComplete for more information

Unity.Netcode.NetworkSceneManager.OnSynchronizeDelegateHandler#

Delegate declaration for the OnSynchronize event View Synchronize for more information

Unity.Netcode.NetworkSceneManager.OnUnloadCompleteDelegateHandler#

Delegate declaration for the OnUnloadComplete event View UnloadComplete for more information

Unity.Netcode.NetworkSceneManager.OnUnloadDelegateHandler#

Delegate declaration for the OnUnload event View Unload for more information

Unity.Netcode.NetworkSceneManager.SceneEventDelegate#

The delegate callback definition for scene event notifications For more details review over SceneEvent and Unity.Netcode.SceneEventData

Unity.Netcode.NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler#

Delegate declaration for the VerifySceneBeforeLoading handler that provides an additional level of scene loading security and/or validation to assure the scene being loaded is valid scene to be loaded in the LoadSceneMode specified.

Unity.Netcode.NetworkTransport.TransportEventDelegate#

Delegate for transport network events

Unity.Netcode.NetworkVariable-1.OnValueChangedDelegate#

Delegate type for value changed event