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MLAPI.Prototyping.NetworkTransform

A prototype component for syncing transforms

Inheritance#

System.Dynamic.ExpandoObject

System.Dynamic.ExpandoObject

System.Dynamic.ExpandoObject

System.Dynamic.ExpandoObject

System.Dynamic.ExpandoObject

System.Dynamic.ExpandoObject

System.Dynamic.ExpandoObject

Inherited Members#

NetworkBehaviour.NetworkManager

NetworkBehaviour.IsLocalPlayer

NetworkBehaviour.IsOwner

NetworkBehaviour.IsServer

NetworkBehaviour.IsClient

NetworkBehaviour.IsHost

NetworkBehaviour.IsOwnedByServer

NetworkBehaviour.NetworkObject

NetworkBehaviour.HasNetworkObject

NetworkBehaviour.NetworkObjectId

NetworkBehaviour.NetworkBehaviourId

NetworkBehaviour.GetNetworkBehaviour(UInt16)

NetworkBehaviour.OwnerClientId

NetworkBehaviour.CurrentTick

NetworkBehaviour.NetworkStart(Stream)

NetworkBehaviour.OnGainedOwnership()

NetworkBehaviour.OnLostOwnership()

NetworkBehaviour.GetNetworkObject(UInt64)

MonoBehaviour.IsInvoking()

MonoBehaviour.CancelInvoke()

MonoBehaviour.Invoke(String, Single)

MonoBehaviour.InvokeRepeating(String, Single, Single)

MonoBehaviour.CancelInvoke(String)

MonoBehaviour.IsInvoking(String)

MonoBehaviour.StartCoroutine(String)

MonoBehaviour.StartCoroutine(String, Object)

MonoBehaviour.StartCoroutine(IEnumerator)

MonoBehaviour.StartCoroutine_Auto(IEnumerator)

MonoBehaviour.StopCoroutine(IEnumerator)

MonoBehaviour.StopCoroutine(Coroutine)

MonoBehaviour.StopCoroutine(String)

MonoBehaviour.StopAllCoroutines()

MonoBehaviour.print(Object)

MonoBehaviour.useGUILayout

MonoBehaviour.runInEditMode

Behaviour.enabled

Behaviour.isActiveAndEnabled

Component.GetComponent(Type)

Component.GetComponent<T>()

Component.GetComponent(String)

Component.GetComponentInChildren(Type, Boolean)

Component.GetComponentInChildren(Type)

Component.GetComponentInChildren<T>(Boolean)

Component.GetComponentInChildren<T>()

Component.GetComponentsInChildren(Type, Boolean)

Component.GetComponentsInChildren(Type)

Component.GetComponentsInChildren<T>(Boolean)

Component.GetComponentsInChildren<T>(Boolean, List<T>)"

Component.GetComponentsInChildren<T>()

Component.GetComponentsInChildren<T>(List<T>)"

Component.GetComponentInParent(Type)

Component.GetComponentInParent<T>()

Component.GetComponentsInParent(Type, Boolean)

Component.GetComponentsInParent(Type)

Component.GetComponentsInParent<T>(Boolean)

Component.GetComponentsInParent<T>(Boolean, List<T>)"

Component.GetComponentsInParent<T>()

Component.GetComponents(Type)

Component.GetComponents(Type, List<Component>)

Component.GetComponents<T>(List<T>)"

Component.GetComponents<T>()

Component.CompareTag(String)

Component.SendMessageUpwards(String, Object, SendMessageOptions)

Component.SendMessageUpwards(String, Object)

Component.SendMessageUpwards(String)

Component.SendMessageUpwards(String, SendMessageOptions)

Component.SendMessage(String, Object)

Component.SendMessage(String)

Component.SendMessage(String, Object, SendMessageOptions)

Component.SendMessage(String, SendMessageOptions)

Component.BroadcastMessage(String, Object, SendMessageOptions)

Component.BroadcastMessage(String, Object)

Component.BroadcastMessage(String)

Component.BroadcastMessage(String, SendMessageOptions)

Component.transform

Component.gameObject

Component.tag

Component.rigidbody

Component.rigidbody2D

Component.camera

Component.light

Component.animation

Component.constantForce

Component.renderer

Component.audio

Component.guiText

Component.networkView

Component.guiElement

Component.guiTexture

Component.collider

Component.collider2D

Component.hingeJoint

Component.particleEmitter

Component.particleSystem

Object.GetInstanceID()

Object.GetHashCode()

Object.Equals(Object)

Object.Instantiate(Object, Vector3, Quaternion)

Object.Instantiate(Object, Vector3, Quaternion, Transform)

Object.Instantiate(Object)

Object.Instantiate(Object, Transform)

Object.Instantiate(Object, Transform, Boolean)

Object.Instantiate<T>(T)"

Object.Instantiate<T>(T, Vector3, Quaternion)"

Object.Instantiate<T>(T, Vector3, Quaternion, Transform)"

Object.Instantiate<T>(T, Transform)"

Object.Instantiate<T>(T, Transform, Boolean)"

Object.Destroy(Object, Single)

Object.Destroy(Object)

Object.DestroyImmediate(Object, Boolean)

Object.DestroyImmediate(Object)

Object.FindObjectsOfType(Type)

Object.DontDestroyOnLoad(Object)

Object.DestroyObject(Object, Single)

Object.DestroyObject(Object)

Object.FindSceneObjectsOfType(Type)

Object.FindObjectsOfTypeIncludingAssets(Type)

Object.FindObjectsOfType<T>()

Object.FindObjectOfType<T>()

Object.FindObjectsOfTypeAll(Type)

Object.FindObjectOfType(Type)

Object.ToString()

Object.name

Object.hideFlags

Object.Equals(Object, Object)

Object.GetType()

Object.MemberwiseClone()

Object.ReferenceEquals(Object, Object)

Namespace: System.Dynamic.ExpandoObject#
Assembly: MLAPI.dll#
Syntax#
[AddComponentMenu("MLAPI/NetworkTransform")]
public class NetworkTransform : NetworkBehaviour

Fields#

AssumeSyncedSends#

Is the sends per second assumed to be the same across all instances

Declaration#

[Tooltip("This assumes that the SendsPerSecond is synced across clients")]
public bool AssumeSyncedSends

Field Value#

TypeDescription
System.Boolean

Channel#

The channel to send the data on

Declaration#

[Tooltip("The channel to send the data on. Uses the default channel if left unspecified")]
public string Channel

Field Value#

TypeDescription
System.String

DistanceSendrate#

The curve to use to calculate the send rate

Declaration#

public AnimationCurve DistanceSendrate

Field Value#

TypeDescription
UnityEngine.AnimationCurve

EnableNonProvokedResendChecks#

Checks for missed sends without provocation. Provocation being a client inside it's normal SendRate

Declaration#

public bool EnableNonProvokedResendChecks

Field Value#

TypeDescription
System.Boolean

EnableRange#

Enables range based send rate

Declaration#

public bool EnableRange

Field Value#

TypeDescription
System.Boolean

ExtrapolatePosition#

Enables extrapolation

Declaration#

public bool ExtrapolatePosition

Field Value#

TypeDescription
System.Boolean

FixedSendsPerSecond#

The base amount of sends per seconds to use when range is disabled

Declaration#

[Range(0F, 120F)]
public float FixedSendsPerSecond

Field Value#

TypeDescription
System.Single

InterpolatePosition#

Enable interpolation

Declaration#

[Tooltip("This requires AssumeSyncedSends to be true")]
public bool InterpolatePosition

Field Value#

TypeDescription
System.Boolean

InterpolateServer#

Should the server interpolate

Declaration#

public bool InterpolateServer

Field Value#

TypeDescription
System.Boolean

IsMoveValidDelegate#

If set, moves will only be accepted if the custom delegate returns true

Declaration#

public NetworkTransform.MoveValidationDelegate IsMoveValidDelegate

Field Value#

TypeDescription
NetworkTransform.MoveValidationDelegate

MaxSendsToExtrapolate#

The maximum amount of expected send rates to extrapolate over when awaiting new packets. A higher value will result in continued extrapolation after an object has stopped moving

Declaration#

public float MaxSendsToExtrapolate

Field Value#

TypeDescription
System.Single

MinDegrees#

The min degrees to rotate before a send it sent

Declaration#

public float MinDegrees

Field Value#

TypeDescription
System.Single

MinMeters#

The min meters to move before a send is sent

Declaration#

public float MinMeters

Field Value#

TypeDescription
System.Single

SnapDistance#

The distance before snaping to the position

Declaration#

[Tooltip("The transform will snap if the distance is greater than this distance")]
public float SnapDistance

Field Value#

TypeDescription
System.Single

Methods#

NetworkStart()#

Registers message handlers

Declaration#

public override void NetworkStart()

Overrides#

NetworkBehaviour.NetworkStart()

Teleport(Vector3, Quaternion)#

Teleports the transform to the given position and rotation

Declaration#

public void Teleport(Vector3 position, Quaternion rotation)

Parameters#

TypeNameDescription
UnityEngine.Vector3positionThe position to teleport to
UnityEngine.QuaternionrotationThe rotation to teleport to