Namespace Unity.Netcode
Classes
Arithmetic
Arithmetic helper class
BitCounter
Utility class to count the number of bytes or bits needed to serialize a value.
BufferedLinearInterpolator<T>
Solves for incoming values that are jittered Partially solves for message loss. Unclamped lerping helps hide this, but not completely
BufferedLinearInterpolatorFloat
Solves for incoming values that are jittered Partially solves for message loss. Unclamped lerping helps hide this, but not completely
BufferedLinearInterpolatorQuaternion
Solves for incoming values that are jittered Partially solves for message loss. Unclamped lerping helps hide this, but not completely
BytePacker
Utility class for packing values in serialization. ByteUnpacker to unpack packed values.
ByteUnpacker
Byte Unpacking Helper Class Use this class to unpack values during deserialization for values that were packed. BytePacker to pack unpacked values
ClientRpcAttribute
Marks a method as ClientRpc.
A ClientRpc marked method will be fired by the server but executed on clients.
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.
InvalidChannelException
Exception thrown when a specified network channel is invalid
InvalidParentException
Exception thrown when the new parent candidate of the NetworkObject is not valid
NetworkBehaviour
The base class to override to write network code. Inherits MonoBehaviour
NetworkBehaviourUpdater
An helper class that helps NetworkManager update NetworkBehaviours and replicate them down to connected clients.
NetworkClient
A NetworkClient
NetworkConfig
The configuration object used to start server, client and hosts
NetworkConfigurationException
Exception thrown when a change to a configuration is wrong
NetworkList<T>
Event based NetworkVariable container for syncing Lists
NetworkLog
Helper class for logging
NetworkManager
The main component of the library
NetworkManager.ConnectionApprovalResponse
Connection Approval Response
NetworkObject
A component used to identify that a GameObject in the network
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.
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)
NetworkSpawnManager
Class that handles object spawning
NetworkTickSystem
Provides discretized time. This is useful for games that require ticks happening at regular interval on the server and clients.
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
NetworkTransport
The generic transport class all Netcode for GameObjects network transport implementations derive from. Use this class to add a custom transport. UnityTransport
NetworkUpdateLoop
Represents the network update loop injected into low-level player loop in Unity.
NetworkVariable<T>
A variable that can be synchronized over the network.
NetworkVariableBase
Interface for network value containers
NetworkVariableSerialization<T>
Support methods for reading/writing NetworkVariables
Because there are multiple overloads of WriteValue/ReadValue based on different generic constraints,
but there's no way to achieve the same thing with a class, this sets up various read/write schemes
based on which constraints are met by T
using reflection, which is done at module load time.
NotListeningException
Exception thrown when the operation require NetworkManager to be listening.
NotServerException
Exception thrown when the operation can only be done on the server
PendingClient
A class representing a client that is currently in the process of connecting
RpcAttribute
Represents the common base class for Rpc attributes.
SceneEvent
Used for local notifications of various scene events. The OnSceneEvent of
delegate type NetworkSceneManager.SceneEventDelegate uses this class to provide
scene event status.
Note: This is only when EnableSceneManagement is enabled.
*** Do not start new scene events within scene event notification callbacks.
See also:
SceneEventType
ServerRpcAttribute
Marks a method as ServerRpc.
A ServerRpc marked method will be fired by a client but executed on the server.
SpawnStateException
Exception thrown when an object is not yet spawned
UserNetworkVariableSerialization<T>
This class is used to register user serialization with NetworkVariables for types that are serialized via user serialization, such as with FastBufferReader and FastBufferWriter extension methods. Finding those methods isn't achievable efficiently at runtime, so this allows users to tell NetworkVariable about those extension methods (or simply pass in a lambda)
VisibilityChangeException
Exception thrown when a visibility change fails
Structs
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.
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.
BufferSerializer<TReaderWriter>
Two-way serializer wrapping FastBufferReader or FastBufferWriter.
Implemented as a ref struct for two reasons:
- The BufferSerializer cannot outlive the FBR/FBW it wraps or using it will cause a crash
- The BufferSerializer must always be passed by reference and can't be copied
Ref structs help enforce both of those rules: they can't ref 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.)
ClientRpcParams
Client-Side RPC Can be used with any client-side remote procedure call Note: Typically this is used primarily for sending to a specific list of clients as opposed to the default (all). ClientRpcSendParams
ClientRpcReceiveParams
Client-Side RPC Place holder. ServerRpcParams Note: Server will always be the sender, so this structure is a place holder
ClientRpcSendParams
Client-Side RPC The send parameters, when sending client RPCs, provides you wil the ability to target specific clients as a managed or unmanaged list: TargetClientIds and TargetClientIdsNativeArray
FastBufferReader
Optimized class used for reading values from a byte stream FastBufferWriter BytePacker ByteUnpacker
FastBufferWriter
Optimized class used for writing values into a byte stream FastBufferReader BytePacker ByteUnpacker
FastBufferWriter.ForEnums
This empty struct exists to allow overloading WriteValue based on generic constraints. At the bytecode level, constraints aren't included in the method signature, so if multiple methods exist with the same signature, it causes a compile error because they would end up being emitted as the same method, even if the constraints are different. Adding an empty struct with a default value gives them different signatures in the bytecode, which then allows the compiler to do overload resolution based on the generic constraints without the user having to pass the struct in themselves.
FastBufferWriter.ForFixedStrings
This empty struct exists to allow overloading WriteValue based on generic constraints. At the bytecode level, constraints aren't included in the method signature, so if multiple methods exist with the same signature, it causes a compile error because they would end up being emitted as the same method, even if the constraints are different. Adding an empty struct with a default value gives them different signatures in the bytecode, which then allows the compiler to do overload resolution based on the generic constraints without the user having to pass the struct in themselves.
FastBufferWriter.ForNetworkSerializable
This empty struct exists to allow overloading WriteValue based on generic constraints. At the bytecode level, constraints aren't included in the method signature, so if multiple methods exist with the same signature, it causes a compile error because they would end up being emitted as the same method, even if the constraints are different. Adding an empty struct with a default value gives them different signatures in the bytecode, which then allows the compiler to do overload resolution based on the generic constraints without the user having to pass the struct in themselves.
FastBufferWriter.ForPrimitives
This empty struct exists to allow overloading WriteValue based on generic constraints. At the bytecode level, constraints aren't included in the method signature, so if multiple methods exist with the same signature, it causes a compile error because they would end up being emitted as the same method, even if the constraints are different. Adding an empty struct with a default value gives them different signatures in the bytecode, which then allows the compiler to do overload resolution based on the generic constraints without the user having to pass the struct in themselves.
FastBufferWriter.ForStructs
This empty struct exists to allow overloading WriteValue based on generic constraints. At the bytecode level, constraints aren't included in the method signature, so if multiple methods exist with the same signature, it causes a compile error because they would end up being emitted as the same method, even if the constraints are different. Adding an empty struct with a default value gives them different signatures in the bytecode, which then allows the compiler to do overload resolution based on the generic constraints without the user having to pass the struct in themselves.
ForceNetworkSerializeByMemcpy<T>
This is a wrapper that adds INetworkSerializeByMemcpy
support to existing structs that the developer
doesn't have the ability to modify (for example, external structs like Guid
).
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
NetworkListEvent<T>
Struct containing event information about changes to a NetworkList.
NetworkManager.ConnectionApprovalRequest
Connection Approval Request
NetworkObjectReference
A helper struct for serializing NetworkObjects over the network. Can be used in RPCs and NetworkVariable<T>.
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.
ServerRpcParams
Server-Side RPC Can be used with any sever-side remote procedure call Note: typically this is use primarily for the ServerRpcReceiveParams
ServerRpcReceiveParams
The receive parameters for server-side remote procedure calls
ServerRpcSendParams
Server-Side RPC Place holder. ServerRpcParams Note: Clients always send to one destination when sending RPCs to the server so this structure is a place holder
Interfaces
INetworkPrefabInstanceHandler
Interface for customizing, overriding, spawning, and destroying Network Prefabs Used by NetworkPrefabHandler
INetworkSerializable
Interface for implementing custom serializable types.
INetworkSerializeByMemcpy
This interface is a "tag" that can be applied to a struct to mark that struct as being serializable
by memcpy. It's up to the developer of the struct to analyze the struct's contents and ensure it
is actually serializable by memcpy. This requires all of the members of the struct to be
unmanaged
Plain-Old-Data values - if your struct contains a pointer (or a type that contains a pointer,
like NativeList<T>
), it should be serialized via INetworkSerializable
or via
FastBufferReader
/FastBufferWriter
extension methods.
INetworkUpdateSystem
Defines the required interface of a network update system being executed by the NetworkUpdateLoop.
IReaderWriter
Interface for an implementation of one side of a two-way serializer
Enums
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
LogLevel
Log level
NetworkDelivery
Delivery methods
NetworkEvent
Represents a netEvent when polling
NetworkListEvent<T>.EventType
Enum representing the different operations available for triggering an event.
NetworkUpdateStage
Defines network update stages being executed by the network update loop. See for more details on update stages: https://docs.unity.cn/ScriptReference/PlayerLoop.Initialization.html
NetworkVariableReadPermission
The permission types for reading a var
NetworkVariableWritePermission
The permission types for writing a var
PendingClient.State
The states of a connection
RpcDelivery
RPC delivery types
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 AsyncOperation.
All AsyncOperations are now delivered by the OnSceneEvent event handler
via the SceneEvent parameter.
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
Delegates
CustomMessagingManager.HandleNamedMessageDelegate
Delegate used to handle named messages
CustomMessagingManager.UnnamedMessageDelegate
Delegate used for incoming unnamed messages
NetworkList<T>.OnListChangedDelegate
Delegate type for list changed event
NetworkObject.SpawnDelegate
Delegate type for checking spawn options
NetworkObject.VisibilityDelegate
Delegate type for checking visibility
NetworkSceneManager.OnEventCompletedDelegateHandler
Delegate declaration for the OnLoadEventCompleted and OnUnloadEventCompleted events.
See also:
LoadEventCompleted
UnloadEventCompleted
NetworkSceneManager.OnLoadCompleteDelegateHandler
Delegate declaration for the OnLoadComplete event.
See also:
LoadComplete for more information
NetworkSceneManager.OnLoadDelegateHandler
Delegate declaration for the OnLoad event.
See also:
Loadfor more information
NetworkSceneManager.OnSynchronizeCompleteDelegateHandler
Delegate declaration for the OnSynchronizeComplete event.
See also:
SynchronizeComplete for more information
NetworkSceneManager.OnSynchronizeDelegateHandler
Delegate declaration for the OnSynchronize event.
See also:
Synchronize for more information
NetworkSceneManager.OnUnloadCompleteDelegateHandler
Delegate declaration for the OnUnloadComplete event.
See also:
UnloadComplete for more information
NetworkSceneManager.OnUnloadDelegateHandler
Delegate declaration for the OnUnload event.
See also:
Unload for more information
NetworkSceneManager.SceneEventDelegate
The delegate callback definition for scene event notifications.
See also:
SceneEvent
Unity.Netcode.SceneEventData
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.
NetworkTransport.TransportEventDelegate
Delegate for transport network events
NetworkVariable<T>.OnValueChangedDelegate
Delegate type for value changed event
UserNetworkVariableSerialization<T>.ReadValueDelegate
The read value delegate handler definition
UserNetworkVariableSerialization<T>.WriteValueDelegate
The write value delegate handler definition