NetworkTransform

class in UnityEngine.Networking

/

다음으로부터 상속:Networking.NetworkBehaviour

매뉴얼로 전환

설명

A component to synchronize the position and rotation of networked objects.

The movement of game objects can be networked by this component. There are two models of authority for networked movement:

If the object has authority on the client, then it should be controlled locally on the owning client, then movement state information will be sent from the owning client to the server, then broadcast to all of the other clients. This is common for player objects.

If the object has authority on the server, then it should be controlled on the server and movement state information will be sent to all clients. This is common for objects not related to a specific client, such as an enemy unit.

변수

characterContollerCached CharacterController.
clientMoveCallback2DA callback that can be used to validate on the server, the movement of client authoritative objects.
clientMoveCallback3DA callback that can be used to validate on the server, the movement of client authoritative objects.
groundedTells the NetworkTransform that it is on a surface (this is the default).
interpolateMovementEnables interpolation of the synchronized movement.
interpolateRotationEnables interpolation of the synchronized rotation.
lastSyncTimeThe most recent time when a movement synchronization packet arrived for this object.
movementThesholdThe distance that an object can move without sending a movement synchronization update.
rigidbody2DCached Rigidbody2D.
rigidbody3DCached Rigidbody.
rotationSyncCompressionHow much to compress rotation sync updates.
sendIntervalThe sendInterval controls how often state updates are sent for this object.
snapThresholdIf a movement update puts an object further from its current position that this value, it will snap to the position instead of moving smoothly.
syncRotationAxisWhich axis should rotation by synchronized for.
targetSyncPositionThe target position interpolating towards.
targetSyncRotation2DThe target rotation interpolating towards.
targetSyncRotation3DThe target position interpolating towards.
targetSyncVelocityThe velocity send for synchronization.
transformSyncModeWhat method to use to sync the object's position.
velocityThresholdThe minimum velocity difference that will be synchronized over the network.

델리게이트

ClientMoveCallback2DThis is the delegate use for the movement validation callback function clientMoveCallback2D on NetworkTransforms.
ClientMoveCallback3DThis is the delegate use for the movement validation callback function clientMoveCallback3D on NetworkTransforms.

상속된 멤버

변수

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
runInEditModeAllow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).
useGUILayoutDisabling this lets you skip the GUI layout phase.
connectionToClientThe NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.
connectionToServerThe NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.
hasAuthorityThis returns true if this object is the authoritative version of the object in the distributed network application.
isClientReturns true if running as a client and this object was spawned by a server.
isLocalPlayerThis returns true if this object is the one that represents the player on the local machine.
isServerReturns true if this object is active on an active server.
localPlayerAuthorityThis value is set on the NetworkIdentity and is accessible here for convenient access for scripts.
netIdThe unique network Id of this object.
playerControllerIdThe id of the player associated with the behaviour.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
CancelInvokeCancels all Invoke calls on this MonoBehaviour.
InvokeInvokes the method methodName in time seconds.
InvokeRepeatingInvokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
IsInvokingIs any invoke on methodName pending?
StartCoroutineStarts a coroutine.
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
ClearAllDirtyBitsThis clears all the dirty bits that were set on this script by SetDirtyBits();
GetNetworkChannelThis virtual function is used to specify the QoS channel to use for SyncVar updates for this script.
GetNetworkSendIntervalThis virtual function is used to specify the send interval to use for SyncVar updates for this script.
InvokeCommandManually invoke a Command.
InvokeRPCManually invoke an RPC function.
InvokeSyncEventManually invoke a SyncEvent.
OnCheckObserverCallback used by the visibility system to determine if an observer (player) can see this object.
OnDeserializeVirtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize().
OnNetworkDestroyThis is invoked on clients when the server has caused this object to be destroyed.
OnRebuildObserversCallback used by the visibility system to (re)construct the set of observers that can see this object.
OnSerializeVirtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize().
OnSetLocalVisibilityCallback used by the visibility system for objects on a host.
OnStartAuthorityThis is invoked on behaviours that have authority, based on context and NetworkIdentity.localPlayerAuthority.
OnStartClientCalled on every NetworkBehaviour when it is activated on a client.
OnStartLocalPlayerCalled when the local player object has been set up.
OnStartServerThis is invoked for NetworkBehaviour objects when they become active on the server.
OnStopAuthorityThis is invoked on behaviours when authority is removed.
PreStartClientAn internal method called on client objects to resolve GameObject references.
SetDirtyBitUsed to set the behaviour as dirty, so that a network update will be sent for the object.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

정적 함수

printLogs message to the Unity Console (identical to Debug.Log).
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

메시지

AwakeAwake is called when the script instance is being loaded.
FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all GameObjects when the player gets or loses focus.
OnApplicationPauseSent to all GameObjects when the application pauses.
OnApplicationQuitSent to all game objects before the application quits.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStay:ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyDestroying the attached Behaviour will result in the game or Scene receiving OnDestroy.
OnDisableThis function is called when the behaviour becomes disabled.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement OnDrawGizmosSelected to draw a gizmo if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a Collider.
OnParticleSystemStoppedOnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. New particles cease to be created either after Stop is called, or when the duration property of a non-looping system has been exceeded.
OnParticleTriggerOnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the Scene.
OnPreCullOnPreCull is called before a camera culls the Scene.
OnPreRenderOnPreRender is called before a camera starts rendering the Scene.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the Scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnter OnTriggerEnter is called when the GameObject collides with another GameObject.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per physics update for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible and not a UI element.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods are called the first time.
UpdateUpdate is called every frame, if the MonoBehaviour is enabled.

델리게이트

CmdDelegateDelegate for Command functions.
EventDelegateDelegate for Event functions.
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