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Mirror::NetworkVisibility

Inherits from NetworkBehaviour, MonoBehaviour

Inherited by NetworkMatchChecker, NetworkProximityChecker, NetworkSceneChecker

Public Functions

Name
virtual abstract bool OnCheckObserver(NetworkConnection conn) =0
Callback used by the visibility system to determine if an observer (player) can see this object.
virtual abstract void OnRebuildObservers(HashSet< NetworkConnection > observers, bool initialize) =0
Callback used by the visibility system to (re)construct the set of observers that can see this object.
virtual void OnSetHostVisibility(bool visible)
Callback used by the visibility system for objects on a host.

Additional inherited members

Public Functions inherited from NetworkBehaviour

Name
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

Name
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
NetworkIdentity netIdentity
Returns the NetworkIdentity of this object
int ComponentIndex
Returns the index of the component on this object

Protected Properties inherited from NetworkBehaviour

Name
ulong syncVarDirtyBits

Public Attributes inherited from NetworkBehaviour

Name
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

Name
readonly List< SyncObject > syncObjects
objects that can synchronize themselves, such as synclists

Public Functions Documentation

function OnCheckObserver

virtual abstract bool OnCheckObserver(
    NetworkConnection conn
) =0

Callback used by the visibility system to determine if an observer (player) can see this object.

Parameters:

  • conn Network connection of a player.

Return: True if the player can see this object.

Reimplemented by: Mirror::NetworkProximityChecker::OnCheckObserver, Mirror::NetworkSceneChecker::OnCheckObserver, Mirror::NetworkMatchChecker::OnCheckObserver

If this function returns true, the network connection will be added as an observer.

function OnRebuildObservers

virtual abstract void OnRebuildObservers(
    HashSet< NetworkConnection > observers,
    bool initialize
) =0

Callback used by the visibility system to (re)construct the set of observers that can see this object.

Parameters:

  • observers The new set of observers for this object.
  • initialize True if the set of observers is being built for the first time.

Reimplemented by: Mirror::NetworkProximityChecker::OnRebuildObservers, Mirror::NetworkSceneChecker::OnRebuildObservers, Mirror::NetworkMatchChecker::OnRebuildObservers

Implementations of this callback should add network connections of players that can see this object to the observers set.

function OnSetHostVisibility

inline virtual void OnSetHostVisibility(
    bool visible
)

Callback used by the visibility system for objects on a host.

Parameters:

  • visible New visibility state.

Objects on a host (with a local client) cannot be disabled or destroyed when they are not visible to the local client. So this function is called to allow custom code to hide these objects. A typical implementation will disable renderer components on the object. This is only called on local clients on a host.


Updated on 18 January 2021 at 10:57:17 UTC