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