Mirror Networking
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This is the complete list of members for Mirror.NetworkServer, including all inherited members.
ActivateHostScene() (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
active | Mirror.NetworkServer | static |
AddConnection(NetworkConnectionToClient conn) | Mirror.NetworkServer | static |
AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player) | Mirror.NetworkServer | static |
AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player, Guid assetId) | Mirror.NetworkServer | static |
aoi (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
ClearHandlers() | Mirror.NetworkServer | static |
connections | Mirror.NetworkServer | static |
Destroy(GameObject obj) | Mirror.NetworkServer | static |
DestroyPlayerForConnection(NetworkConnectionToClient conn) | Mirror.NetworkServer | static |
DisconnectAll() | Mirror.NetworkServer | static |
dontListen | Mirror.NetworkServer | static |
HasExternalConnections() | Mirror.NetworkServer | static |
isLoadingScene (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
Listen(int maxConns) | Mirror.NetworkServer | static |
localClientActive | Mirror.NetworkServer | static |
localConnection | Mirror.NetworkServer | static |
maxConnections (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
OnConnectedEvent (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
OnDisconnectedEvent (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
OnErrorEvent (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
RebuildObservers(NetworkIdentity identity, bool initialize) (defined in Mirror.NetworkServer) | Mirror.NetworkServer | static |
RegisterHandler< T >(Action< NetworkConnectionToClient, T > handler, bool requireAuthentication=true) | Mirror.NetworkServer | static |
RegisterHandler< T >(Action< NetworkConnectionToClient, T, int > handler, bool requireAuthentication=true) | Mirror.NetworkServer | static |
RemoveConnection(int connectionId) | Mirror.NetworkServer | static |
RemovePlayerForConnection(NetworkConnection conn, bool destroyServerObject) | Mirror.NetworkServer | static |
ReplaceHandler< T >(Action< NetworkConnectionToClient, T > handler, bool requireAuthentication=true) | Mirror.NetworkServer | static |
ReplaceHandler< T >(Action< T > handler, bool requireAuthentication=true) | Mirror.NetworkServer | static |
ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, bool keepAuthority=false) | Mirror.NetworkServer | static |
ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, Guid assetId, bool keepAuthority=false) | Mirror.NetworkServer | static |
SendToAll< T >(T message, int channelId=Channels.Reliable, bool sendToReadyOnly=false) | Mirror.NetworkServer | static |
SendToReady< T >(T message, int channelId=Channels.Reliable) | Mirror.NetworkServer | static |
SendToReadyObservers< T >(NetworkIdentity identity, T message, bool includeOwner=true, int channelId=Channels.Reliable) | Mirror.NetworkServer | static |
SendToReadyObservers< T >(NetworkIdentity identity, T message, int channelId) | Mirror.NetworkServer | static |
SetAllClientsNotReady() | Mirror.NetworkServer | static |
SetClientNotReady(NetworkConnectionToClient conn) | Mirror.NetworkServer | static |
SetClientReady(NetworkConnectionToClient conn) | Mirror.NetworkServer | static |
Shutdown() | Mirror.NetworkServer | static |
Spawn(GameObject obj, NetworkConnection ownerConnection=null) | Mirror.NetworkServer | static |
Spawn(GameObject obj, GameObject ownerPlayer) | Mirror.NetworkServer | static |
Spawn(GameObject obj, Guid assetId, NetworkConnection ownerConnection=null) | Mirror.NetworkServer | static |
spawned | Mirror.NetworkServer | static |
SpawnObjects() | Mirror.NetworkServer | static |
UnregisterHandler< T >() | Mirror.NetworkServer | static |
UnSpawn(GameObject obj) | Mirror.NetworkServer | static |