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Unity.Networking.Transport

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Unity.Networking.Transport.Base64#

Utility class used to Decode a base64 string

Unity.Networking.Transport.HMACSHA256#

Utility class used to compute HMACSHA256 hash

Unity.Networking.Transport.NetworkPipelineStageCollection#

The network pipeline stage collection class

Unity.Networking.Transport.SHA256#

Utility class that provides the ability to generate a SHA256 Hash

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Unity.Networking.Transport.BaselibNetworkInterface#

Default NetworkInterface implementation based on Unity's internal Baselib UDP sockets this is ensure to work on all platforms except for Unity's WebGL.

Unity.Networking.Transport.BaselibNetworkParameter#

Network Parameters used to set queue and payload sizes for BaselibNetworkInterface

Unity.Networking.Transport.DataStreamReader#

The DataStreamReader class is the counterpart of the DataStreamWriter class and can be be used to deserialize data which was prepared with it.

Unity.Networking.Transport.DataStreamWriter#

Unity.Networking.Transport.FragmentationPipelineStage#

Unity.Networking.Transport.FragmentationPipelineStage.FragContext#

The fragmentation stage's internal context.

Unity.Networking.Transport.InboundRecvBuffer#

The inbound recv buffer

Unity.Networking.Transport.InboundSendBuffer#

The inbound send buffer

Unity.Networking.Transport.IPCNetworkInterface#

The ipc network interface

Unity.Networking.Transport.NetworkCompressionModel#

Used to provide Huffman compression when using packed DataStream functions

Unity.Networking.Transport.NetworkConfigParameter#

The NetworkConfigParameter is used to set specific parameters that the driver uses.

Unity.Networking.Transport.NetworkConnection#

Unity.Networking.Transport.NetworkDataStreamParameter#

The NetworkDataStreamParameter is used to set a fixed data stream size.

Unity.Networking.Transport.NetworkDriver#

The NetworkDriver is an implementation of Virtual Connections over any transport.

Basic usage:

var driver = NetworkDriver.Create();

Unity.Networking.Transport.NetworkDriver.Concurrent#

The Concurrent struct is used to create an Concurrent instance of the NetworkDriver.

Unity.Networking.Transport.NetworkEndPoint#

Describes a raw network endpoint (typically IP and port number).

Unity.Networking.Transport.NetworkEvent#

Represents an event on a connection.

Unity.Networking.Transport.NetworkEventQueue#

Unity.Networking.Transport.NetworkEventQueue.Concurrent#

Unity.Networking.Transport.NetworkInterfaceEndPoint#

Unity.Networking.Transport.NetworkInterfaceSendHandle#

A handle to data that's going to be sent on an interface.

Unity.Networking.Transport.NetworkPacketReceiver#

The NetworkPacketReceiver is an interface for handling received packets, needed by the INetworkInterface It either can be used in two main scenarios:

  1. Your API requires a pointer to memory that you own. Then you should use AllocateMemory(ref Int32), write to the memory and then AppendPacket(IntPtr, ref NetworkInterfaceEndPoint, Int32, NetworkPacketReceiver.AppendPacketMode) with NoCopyNeeded. You don't need to deallocate the memory
  2. Your API gives you a pointer that you don't own. In this case you should use AppendPacket(IntPtr, ref NetworkInterfaceEndPoint, Int32, NetworkPacketReceiver.AppendPacketMode) with None (default)

Unity.Networking.Transport.NetworkParameterConstants#

Default NetworkParameter Constants.

Unity.Networking.Transport.NetworkPipeline#

The network pipeline

Unity.Networking.Transport.NetworkPipelineContext#

The network pipeline context

Unity.Networking.Transport.NetworkPipelineParams#

The network pipeline params

Unity.Networking.Transport.NetworkPipelineStage#

The network pipeline stage

Unity.Networking.Transport.NetworkPipelineStageId#

Unity.Networking.Transport.NetworkSendInterface#

The network send interface used to pass around function pointers to the actual INetworkInterface

Unity.Networking.Transport.NetworkSendQueueHandle#

The network send queue handle

Unity.Networking.Transport.NullPipelineStage#

The NullPipelineStage is the default pipeline stage and used to send packets unreliably

Unity.Networking.Transport.QueuedSendMessage#

Unity.Networking.Transport.ReliableSequencedPipelineStage#

The ReliableSequencedPipelineStage is used to send packets reliably and retain the order in which they are sent. This PipelineStage has a hardcoded WindowSize of 32 inflight packets and will drop packets if its unable to track them.

Unity.Networking.Transport.SessionIdToken#

Unity.Networking.Transport.SimulatorPipelineStage#

The SimulatorPipelineStage could be added on either the client or server to simulate bad network conditions. It's best to add it as the last stage in the pipeline, then it will either drop the packet or add a delay right before it would go on the wire.

Unity.Networking.Transport.SimulatorPipelineStageInSend#

The simulator pipeline stage in send

Unity.Networking.Transport.TransportFunctionPointer`1#

Represents a wrapper around burst compatible function pointers in a portable way

Unity.Networking.Transport.UnreliableSequencedPipelineStage#

The UnreliableSequencedPipelineStage is used to send unreliable packets in order.

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Unity.Networking.Transport.INetworkInterface#

Interface for implementing a low-level networking interface see BaselibNetworkInterface as an example

Unity.Networking.Transport.INetworkParameter#

The interface for NetworkParameters

Unity.Networking.Transport.INetworkPipelineStage#

The network pipeline stage interface

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Unity.Networking.Transport.NetworkConnection.State#

Connection States

Unity.Networking.Transport.NetworkEvent.Type#

The different types of events that can be returned for a connection.

Unity.Networking.Transport.NetworkFamily#

Indicates the protocol family of the address (analogous of AF_* in sockets API).

Unity.Networking.Transport.NetworkPacketReceiver.AppendPacketMode#

Permits choosing between two ways of appending packets: via a copy or not.

Unity.Networking.Transport.NetworkPipelineStage.Requests#

The requests enum

Unity.Networking.Transport.SendHandleFlags#

The send handle flags enum

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Unity.Networking.Transport.NetworkPipelineStage.InitializeConnectionDelegate#

The initialize connection delegate

Unity.Networking.Transport.NetworkPipelineStage.ReceiveDelegate#

The receive delegate

Unity.Networking.Transport.NetworkPipelineStage.SendDelegate#

The send delegate

Unity.Networking.Transport.NetworkSendInterface.AbortSendMessageDelegate#

Will be invoked from the lower level library if sending a message was aborted.

Unity.Networking.Transport.NetworkSendInterface.BeginSendMessageDelegate#

Invoked from the lower level library at the beginning of the message sending routine.

Unity.Networking.Transport.NetworkSendInterface.EndSendMessageDelegate#

Invoked from the lower level library at the end of the message sending routine.