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Unity.Networking.Transport

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Unity.Networking.Transport.BaselibNetworkParameterExtensions#

Unity.Networking.Transport.CommonNetworkParametersExtensions#

Unity.Networking.Transport.NetworkPipelineParametersExtensions#

Unity.Networking.Transport.NetworkPipelineStageCollection#

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Unity.Networking.Transport.BaselibNetworkInterface#

Unity.Networking.Transport.BaselibNetworkParameter#

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#

Unity.Networking.Transport.InboundRecvBuffer#

Unity.Networking.Transport.InboundSendBuffer#

Unity.Networking.Transport.IPCNetworkInterface#

Unity.Networking.Transport.NetworkCompressionModel#

Unity.Networking.Transport.NetworkConfigParameter#

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

Unity.Networking.Transport.NetworkConnection#

The NetworkConnection is a struct that hold all information needed by the driver to link it with a virtual connection. The NetworkConnection is a public representation of a connection.

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 = new NetworkDriver.Create();

Unity.Networking.Transport.NetworkDriver.Concurrent#

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

Unity.Networking.Transport.NetworkEndPoint#

Unity.Networking.Transport.NetworkEvent#

Unity.Networking.Transport.NetworkInterfaceEndPoint#

Unity.Networking.Transport.NetworkInterfaceSendHandle#

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#

Unity.Networking.Transport.NetworkPipelineContext#

Unity.Networking.Transport.NetworkPipelineParams#

Unity.Networking.Transport.NetworkPipelineStage#

Unity.Networking.Transport.NetworkPipelineStageId#

Unity.Networking.Transport.NetworkSendInterface#

Unity.Networking.Transport.NetworkSendQueueHandle#

Unity.Networking.Transport.NetworkSettings#

A list of the parameters that describe the network configuration.

Unity.Networking.Transport.NullPipelineStage#

Unity.Networking.Transport.QueuedSendMessage#

Unity.Networking.Transport.ReliableSequencedPipelineStage#

Unity.Networking.Transport.SimulatorPipelineStage#

Unity.Networking.Transport.SimulatorPipelineStageInSend#

Unity.Networking.Transport.TransportFunctionPointer-1#

Unity.Networking.Transport.UnreliableSequencedPipelineStage#

Unity.Networking.Transport.WebSocketNetworkInterface#

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Unity.Networking.Transport.INetworkInterface#

Unity.Networking.Transport.INetworkParameter#

The interface for NetworkParameters

Unity.Networking.Transport.INetworkPipelineStage#

Unity.Networking.Transport.IValidatableNetworkParameter#

Interface for adding validation capabilities to the INetworkParameter.

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Unity.Networking.Transport.NetworkConnection.State#

ConnectionState enumerates available connection states a connection can have.

Unity.Networking.Transport.NetworkEvent.Type#

NetworkEvent.Type enumerates available network events for this driver.

Unity.Networking.Transport.NetworkFamily#

NetworkFamily indicates what type of underlying medium we are using.

Unity.Networking.Transport.NetworkPacketReceiver.AppendPacketMode#

Unity.Networking.Transport.NetworkPipelineStage.Requests#

Unity.Networking.Transport.SendHandleFlags#

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Unity.Networking.Transport.NetworkPipelineStage.InitializeConnectionDelegate#

Unity.Networking.Transport.NetworkPipelineStage.ReceiveDelegate#

Unity.Networking.Transport.NetworkPipelineStage.SendDelegate#

Unity.Networking.Transport.NetworkSendInterface.AbortSendMessageDelegate#

Unity.Networking.Transport.NetworkSendInterface.BeginSendMessageDelegate#

Unity.Networking.Transport.NetworkSendInterface.EndSendMessageDelegate#