Mirror::NetworkTransformChild
A component to synchronize the position of child transforms of networked objects. More...
Inherits from NetworkTransformBase, NetworkBehaviour, MonoBehaviour
Public Attributes
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Transform | target |
Protected Attributes
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override Transform | targetComponent |
Additional inherited members
Public Classes inherited from NetworkTransformBase
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class | DataPoint |
Public Functions inherited from NetworkTransformBase
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void | SerializeIntoWriter(NetworkWriter writer, Vector3 position, Quaternion rotation, Vector3 scale) |
virtual override bool | OnSerialize(NetworkWriter writer, bool initialState) Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize(). |
virtual override void | OnDeserialize(NetworkReader reader, bool initialState) Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize(). |
void | ServerTeleport(Vector3 position) Server side teleportation. This method will override this GameObject's current Transform.Position to the Vector3 you have provided and send it to all other Clients to override it at their side too. |
void | ServerTeleport(Vector3 position, Quaternion rotation) Server side teleportation. This method will override this GameObject's current Transform.Position and Transform.Rotation to the Vector3 you have provided and send it to all other Clients to override it at their side too. |
Public Attributes inherited from NetworkTransformBase
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bool | clientAuthority |
float | localPositionSensitivity |
float | localRotationSensitivity |
float | localScaleSensitivity |
Public Functions inherited from NetworkBehaviour
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void | SetDirtyBit(ulong dirtyBit) Used to set the behaviour as dirty, so that a network update will be sent for the object. these are masks, not bit numbers, ie. 0x004 not 2 |
void | ClearAllDirtyBits() This clears all the dirty bits that were set on this script by SetDirtyBits(); |
bool | IsDirty() |
virtual bool | OnSerialize(NetworkWriter writer, bool initialState) Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize(). |
virtual void | OnDeserialize(NetworkReader reader, bool initialState) Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize(). |
bool | SerializeObjectsAll(NetworkWriter writer) |
bool | SerializeObjectsDelta(NetworkWriter writer) |
virtual void | OnStopClient() This is invoked on clients when the server has caused this object to be destroyed. |
virtual void | OnStartServer() This is invoked for NetworkBehaviour objects when they become active on the server. |
virtual void | OnStopServer() Invoked on the server when the object is unspawned |
virtual void | OnStartClient() Called on every NetworkBehaviour when it is activated on a client. |
virtual void | OnStartLocalPlayer() Called when the local player object has been set up. |
virtual void | OnStartAuthority() This is invoked on behaviours that have authority, based on context and NetworkIdentity.hasAuthority. |
virtual void | OnStopAuthority() This is invoked on behaviours when authority is removed. |
Protected Functions inherited from NetworkBehaviour
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bool | getSyncVarHookGuard(ulong dirtyBit) |
void | setSyncVarHookGuard(ulong dirtyBit, bool value) |
void | InitSyncObject(SyncObject syncObject) |
void | SendCommandInternal(Type invokeClass, string cmdName, NetworkWriter writer, int channelId, bool ignoreAuthority =false) |
void | SendRPCInternal(Type invokeClass, string rpcName, NetworkWriter writer, int channelId, bool excludeOwner) |
void | SendTargetRPCInternal(NetworkConnection conn, Type invokeClass, string rpcName, NetworkWriter writer, int channelId) |
bool | SyncVarGameObjectEqual(GameObject newGameObject, uint netIdField) |
void | SetSyncVarGameObject(GameObject newGameObject, ref GameObject gameObjectField, ulong dirtyBit, ref uint netIdField) |
GameObject | GetSyncVarGameObject(uint netId, ref GameObject gameObjectField) |
bool | SyncVarNetworkIdentityEqual(NetworkIdentity newIdentity, uint netIdField) |
void | SetSyncVarNetworkIdentity(NetworkIdentity newIdentity, ref NetworkIdentity identityField, ulong dirtyBit, ref uint netIdField) |
NetworkIdentity | GetSyncVarNetworkIdentity(uint netId, ref NetworkIdentity identityField) |
bool | SyncVarEqual< T >(T value, ref T fieldValue) |
void | SetSyncVar< T >(T value, ref T fieldValue, ulong dirtyBit) |
virtual bool | SerializeSyncVars(NetworkWriter writer, bool initialState) |
virtual void | DeserializeSyncVars(NetworkReader reader, bool initialState) |
Public Properties inherited from NetworkBehaviour
Name | |
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NetworkIdentity | netIdentity Returns the NetworkIdentity of this object |
int | ComponentIndex Returns the index of the component on this object |
Protected Properties inherited from NetworkBehaviour
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ulong | syncVarDirtyBits |
Public Attributes inherited from NetworkBehaviour
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SyncMode | syncMode sync mode for OnSerialize |
float | syncInterval sync interval for OnSerialize (in seconds) |
bool | isServer Returns true if this object is active on an active server. |
bool | isClient Returns true if running as a client and this object was spawned by a server. |
bool | isLocalPlayer This returns true if this object is the one that represents the player on the local machine. |
bool | isServerOnly True if this object only exists on the server |
bool | isClientOnly True if this object exists on a client that is not also acting as a server |
bool | hasAuthority This returns true if this object is the authoritative version of the object in the distributed network application. |
uint | netId The unique network Id of this object. |
NetworkConnection | connectionToServer The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the client. |
NetworkConnection | connectionToClient The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. |
Protected Attributes inherited from NetworkBehaviour
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readonly List< SyncObject > | syncObjects objects that can synchronize themselves, such as synclists |
Detailed Description
class Mirror::NetworkTransformChild;
A component to synchronize the position of child transforms of networked objects.
There must be a NetworkTransform on the root object of the hierarchy. There can be multiple NetworkTransformChild components on an object. This does not use physics for synchronization, it simply synchronizes the localPosition and localRotation of the child transform and lerps towards the recieved values.
Public Attributes Documentation
variable target
Transform target;
Protected Attributes Documentation
variable targetComponent
override Transform targetComponent => target;
Updated on 27 January 2021 at 18:44:12 UTC