|
| struct | AddPlayerMessage |
| |
| class | Batcher |
| |
| struct | ChangeOwnerMessage |
| |
| class | Channels |
| |
| class | ClientAttribute |
| | Prevents the server from running this method. More...
|
| |
| class | ClientCallbackAttribute |
| | Prevents the server from running this method. More...
|
| |
| class | ClientRpcAttribute |
| | The server uses a Remote Procedure Call (RPC) to run this function on clients. More...
|
| |
| class | CommandAttribute |
| | Call this from a client to run this function on the server. More...
|
| |
| struct | CommandMessage |
| |
| class | Compression |
| | Functions to Compress Quaternions and Floats More...
|
| |
| struct | EntityStateMessage |
| |
| struct | ExponentialMovingAverage |
| |
| class | Extensions |
| |
| class | InterestManagement |
| |
| class | LocalConnectionToClient |
| |
| class | LocalConnectionToServer |
| |
| class | Mathd |
| |
| class | MessagePacking |
| |
| class | NetworkAuthenticator |
| | Base class for implementing component-based authentication during the Connect phase More...
|
| |
| class | NetworkBehaviour |
| | Base class for networked components. More...
|
| |
| class | NetworkClient |
| | NetworkClient with connection to server. More...
|
| |
| class | NetworkConnection |
| | Base NetworkConnection class for server-to-client and client-to-server connection. More...
|
| |
| class | NetworkConnectionToClient |
| |
| class | NetworkConnectionToServer |
| |
| class | NetworkDiagnostics |
| | Profiling statistics for tool to subscribe to (profiler etc.) More...
|
| |
| class | NetworkIdentity |
| | NetworkIdentity identifies objects across the network. More...
|
| |
| struct | NetworkIdentitySerialization |
| |
| class | NetworkLoop |
| |
| class | NetworkManager |
| |
| class | NetworkManagerHUD |
| | Shows NetworkManager controls in a GUI at runtime. More...
|
| |
| interface | NetworkMessage |
| |
| struct | NetworkPingMessage |
| |
| struct | NetworkPongMessage |
| |
| class | NetworkReader |
| | Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations. More...
|
| |
| class | NetworkReaderExtensions |
| |
| class | NetworkReaderPool |
| | Pool of NetworkReaders to avoid allocations. More...
|
| |
| class | NetworkReaderPooled |
| | Pooled NetworkReader, automatically returned to pool when using 'using' More...
|
| |
| class | NetworkServer |
| | NetworkServer handles remote connections and has a local connection for a local client. More...
|
| |
| class | NetworkStartPosition |
| | Start position for player spawning, automatically registers itself in the NetworkManager. More...
|
| |
| class | NetworkTime |
| | Synchronizes server time to clients. More...
|
| |
| class | NetworkWriter |
| | Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations. More...
|
| |
| class | NetworkWriterExtensions |
| |
| class | NetworkWriterPool |
| | Pool of NetworkWriters to avoid allocations. More...
|
| |
| class | NetworkWriterPooled |
| | Pooled NetworkWriter, automatically returned to pool when using 'using' More...
|
| |
| struct | NotReadyMessage |
| |
| struct | ObjectDestroyMessage |
| |
| struct | ObjectHideMessage |
| |
| struct | ObjectSpawnFinishedMessage |
| |
| struct | ObjectSpawnStartedMessage |
| |
| class | Pool |
| |
| class | PooledNetworkReader |
| |
| class | PooledNetworkWriter |
| |
| class | Reader |
| | Helper class that weaver populates with all reader types. More...
|
| |
| struct | ReadyMessage |
| |
| struct | RpcMessage |
| |
| class | SceneAttribute |
| | Converts a string property into a Scene property in the inspector More...
|
| |
| struct | SceneMessage |
| |
| class | ServerAttribute |
| | Prevents clients from running this method. More...
|
| |
| class | ServerCallbackAttribute |
| | Prevents clients from running this method. More...
|
| |
| class | ShowInInspectorAttribute |
| | Used to show private SyncList in the inspector, More...
|
| |
| interface | Snapshot |
| |
| class | SnapshotInterpolation |
| |
| class | SortedListExtensions |
| |
| struct | SpawnMessage |
| |
| class | SyncDictionary |
| |
| class | SyncHashSet |
| |
| class | SyncIDictionary |
| |
| class | SyncList |
| |
| class | SyncObject |
| | SyncObjects sync state between server and client. E.g. SyncLists. More...
|
| |
| class | SyncSet |
| |
| class | SyncSortedSet |
| |
| class | SyncVar |
| |
| class | SyncVarAttribute |
| | SyncVars are used to synchronize a variable from the server to all clients automatically. More...
|
| |
| class | SyncVarGameObject |
| |
| class | SyncVarNetworkBehaviour |
| |
| class | SyncVarNetworkIdentity |
| |
| class | TargetRpcAttribute |
| | The server uses a Remote Procedure Call (RPC) to run this function on a specific client. More...
|
| |
| class | Transport |
| | Abstract transport layer component More...
|
| |
| class | Unbatcher |
| |
| class | UnityEventNetworkConnection |
| |
| class | Utils |
| |
| class | Writer |
| | Helper class that weaver populates with all writer types. More...
|
| |
|
| enum | SceneOperation : byte { Normal
, LoadAdditive
, UnloadAdditive
} |
| |
| enum | SyncMode { Observers
, Owner
} |
| |
| enum | ConnectState {
None
, Connecting
, Connected
, Disconnecting
,
Disconnected
} |
| |
| enum | Visibility { Default
, ForceHidden
, ForceShown
} |
| |
| enum | PlayerSpawnMethod { Random
, RoundRobin
} |
| |
| enum | NetworkManagerMode { Offline
, ServerOnly
, ClientOnly
, Host
} |
| |
| enum | TransportError : byte {
DnsResolve
, Refused
, Timeout
, Congestion
,
InvalidReceive
, InvalidSend
, ConnectionClosed
, Unexpected
} |
| |