diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Common.dll b/Assets/Photon/Fusion/Assemblies/Fusion.Common.dll
index 1f022a9b10..a7d3074275 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Common.dll and b/Assets/Photon/Fusion/Assemblies/Fusion.Common.dll differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Common.dll.debug b/Assets/Photon/Fusion/Assemblies/Fusion.Common.dll.debug
index 8bc316a996..28788c4a98 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Common.dll.debug and b/Assets/Photon/Fusion/Assemblies/Fusion.Common.dll.debug differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Common.pdb.debug b/Assets/Photon/Fusion/Assemblies/Fusion.Common.pdb.debug
index fefeaf8430..c2a80adb1d 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Common.pdb.debug and b/Assets/Photon/Fusion/Assemblies/Fusion.Common.pdb.debug differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Common.xml b/Assets/Photon/Fusion/Assemblies/Fusion.Common.xml
index c643ad5d56..7a02df24a8 100644
--- a/Assets/Photon/Fusion/Assemblies/Fusion.Common.xml
+++ b/Assets/Photon/Fusion/Assemblies/Fusion.Common.xml
@@ -40,7 +40,7 @@
Set the Async Operation as faulted using the Exception
-
+ Exception to be set on the Operation
@@ -159,8 +159,8 @@
Register a callback for a specific Message Type
-
-
+ Message Type
+ Callback to be invoked when a Message of type T is received
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Common.xml.meta b/Assets/Photon/Fusion/Assemblies/Fusion.Common.xml.meta
index a004565e6b..36f6509ddb 100644
--- a/Assets/Photon/Fusion/Assemblies/Fusion.Common.xml.meta
+++ b/Assets/Photon/Fusion/Assemblies/Fusion.Common.xml.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 64b5744218cf4174d806db244249440e
+guid: 7d64766e6fe68524b940b18b85691ad1
labels:
- FusionCodeDoc
TextScriptImporter:
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll b/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll
index b9efc190ac..f7a8c18f03 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll and b/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.debug b/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.debug
index b9efc190ac..f7a8c18f03 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.debug and b/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.debug differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.debug.meta b/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.debug.meta
index 812c307c4d..df1e4b7002 100644
--- a/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.debug.meta
+++ b/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.debug.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: ed698868f5125f54291916982c758f1c
+guid: 2292511460dc62347a7cbeaf78a7a0be
DefaultImporter:
externalObjects: {}
userData:
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.meta b/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.meta
index e1e54d5626..a15bd5b4c6 100644
--- a/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.meta
+++ b/Assets/Photon/Fusion/Assemblies/Fusion.Log.dll.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: e429322ff96a8874dbc08cfa5f484727
+guid: e4be1beced0d30f4583f37e24f258d11
PluginImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.dll b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.dll
index f010cc668b..fc2dd02ead 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.dll and b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.dll differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.dll.debug b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.dll.debug
index 5f2e8209d9..9207783cf7 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.dll.debug and b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.dll.debug differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.pdb.debug b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.pdb.debug
index 9373f976b1..e708783fdf 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.pdb.debug and b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.pdb.debug differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.xml b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.xml
index 194221a590..bc349005f8 100644
--- a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.xml
+++ b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.xml
@@ -114,7 +114,7 @@
Change the Custom Properties of the current Room
- New set of Custom Properties
+ New set of Custom Properties
True if the change was made, false otherwise
@@ -160,7 +160,7 @@
- Convert a into a pair of and respectively
+ Convert a into a pair of and respectively
representing the custom properties of a session and the property names that will be published on the Lobby
Dictionary to be converted
@@ -184,15 +184,17 @@
- Runs reconnect and rejoin.
+ Asynchronously reconnects and rejoins a room.
- Client object
- Runs client.Service() during the operation
- Returns when inside the room
- Is thrown when the connection terminated
- Is thrown when the operation could not be started
- Is thrown when the operation completed unsuccessfully
- Is thrown when the operation timed out
+ The client that is reconnecting and rejoining.
+ Indicates whether to throw an exception on error. Defaults to true.
+ Indicates whether to run the client's service during the operation. Defaults to true.
+ An optional cancellation token that can be used to cancel the operation. Defaults to an empty cancellation token.
+ A task that represents the asynchronous operation. The task result is a boolean indicating whether the operation was successful.
+ Thrown when the client is still connected or when the reconnecting operation fails to start.
+ Thrown when the connection is terminated during the operation.
+ Thrown when the operation completes unsuccessfully.
+ Thrown when the operation times out.
@@ -200,6 +202,7 @@
Client.
Runs client.Service() during the operation
+ Optional external cancellation token
Returns when the client has successfully disconnected
Is thrown when the connection terminated
Is thrown when the operation could not be started
@@ -214,6 +217,7 @@
Enter room params
Set ErrorCode as result on RoomCreateFailed or RoomJoinFailed
Runs client.Service() during the operation
+ Optional external cancellation token
When the room has been entered
Is thrown when the connection terminated
Is thrown when the operation could not be started
@@ -316,12 +320,12 @@
- Convert a into a
+ Convert a into a
- Convert a into a
+ Convert a into a
@@ -333,14 +337,14 @@
- Convert the Room Custom Properties into a
+ Convert the Room Custom Properties into a
RoomInfo to extract the custom properties
- with the data
+ with the data
- Calculate the total size a would take when serialized
+ Calculate the total size a would take when serialized
Dictionary to check the size
Total size of the Dictionary in serialized format
@@ -4498,7 +4502,7 @@
Accompanies Equals, using the name's HashCode as return.
-
+ HashCode of the name.
Returns most interesting room values as string.
@@ -4679,7 +4683,7 @@
The photon settings class, which is wrapped by this ScriptableObject.
-
+
Serialized server settings, written by the Setup Wizard for use in ConnectUsingSettings.
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.xml.meta b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.xml.meta
index 27a189cc75..39d34359ad 100644
--- a/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.xml.meta
+++ b/Assets/Photon/Fusion/Assemblies/Fusion.Realtime.xml.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 6495aaf620c227240903d14629259bce
+guid: 5b8ad12613fe58446a82e2950a2f0c8d
labels:
- FusionCodeDoc
TextScriptImporter:
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.dll b/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.dll
index ad45b06209..1a685c5100 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.dll and b/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.dll differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.dll.debug b/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.dll.debug
index bfa2886252..584ff502f8 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.dll.debug and b/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.dll.debug differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.pdb.debug b/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.pdb.debug
index ee6dd1eed0..614c5425c6 100644
Binary files a/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.pdb.debug and b/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.pdb.debug differ
diff --git a/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.xml b/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.xml
index 7bf59364e5..a129326070 100644
--- a/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.xml
+++ b/Assets/Photon/Fusion/Assemblies/Fusion.Runtime.xml
@@ -4,6 +4,29 @@
Fusion.Runtime
+
+
+ Memory Allocator
+
+
+
+ Heap Alignment
+
+
+ Replicate Word Shift
+
+
+ Replicate Word Size
+
+
+ Replicate Word Align
+
+
+ Bucket Count
+
+
+ Bucket Invalid
+
Check size of bytes to be allocated
@@ -13,2073 +36,4533 @@
If size is less than 1
If size is bigger than
-
+
- Page Bit Shift Lookup Table
+ Memory Allocator Configuration
-
+
- Additional companion attribute to NetworkedAttribute, which indicates how floats should be compressed.
+ Config Size
-
+
- Constructor new accuracy.
+ Default Block Shift
-
+
- Constructor new accuracy.
+ Default Block Count
-
+
- Constructor that takes a named constant.
- Accuracy for this property will be acquired from the settings.
+ Block Shift Config value
-
-
+
-
- Flags a property of for network state synchronization.
- The property should have empty get and set defines, which will automatically be replaced with networking code via IL Weaving.
- OnChanged can be assigned with the name of a method in the same NetworkBehaviour.
- The named method will get called whenever this property value has been changed by the State Authority.
-
- | [Networked(OnDataReceived = nameof(MyCallbackMethod)]
- | public int MyProperty { get; set; }
- |
- | protected static void MyCallbackMethod(Changed<ChangedCallbackParent> changed) {
- | changed.LoadNew();
- | var newval = changed.Behaviour.MyProperty;
- | changed.LoadOld();
- | var oldval = changed.Behaviour.MyProperty;
- | Debug.Log($"Changed from {oldval} to {newval}");
- | }
-
-
-
- Inside of INetworkStruct, do not use AutoProperties (get; set;), as these will introduce managed types into the struct, which are not allowed. Instead use '=> default'.
-
- | [Networked]
- | public string StringProp { get => default; set { } }
-
-
+ Block Count Config value
-
+
- Name of the field that holds the default value for this networked property.
+ Globals Size Config value
-
+
- Default constructor for NetworkedAttribute
+ Block Size in Bytes
-
+
- If set, this changes expected Wrap method signature to int Name(NetworkRunner, T, byte*) and Unwrap to int Name(NetworkRunner, byte*, ref T).
- In both cases, the result is the number of bytes written/read and can not be greater than what's declared here.
+ Block Size in Words
-
+
- Describes the total number of WORDs a uses.
+ Heap Size in Bytes
-
+
- Enables a special inspector drawer for Unity Rect type, specially designed for editing RectTransforms using normalized values.
+ Heap Size Allocated in Bytes
-
+
- Constructor for . InvertY inverts Y handling, for RectTransforms which treat lowerRight as origin, rather than upper left.
+ Config Constructor
-
- Expressed as Width/Height, this defines the ratio of the box shown in the inspector. Value of 0 indicates game window resolution will be used.
+ Block Shift
+ Block Count
+ Globals Size
-
+
- Override default render settings for [Networked] properties.
+ Check Config equality
+ Config Ref
+ True if has the same values
-
+
-
- Force this property to be rendered in this .
-
-
- This setting is prioritized over and overrides.
-
+ Check Config equality
+ Any object reference
+ True if obj is a and has the same values
-
+
-
- Force this property to be rendered using this (in the chosen ).
-
-
- This setting is prioritized over and overrides.
-
+ Get Hash Code
+ Hash Code
-
+
-
- Override the default interpolation method for this property. The method's signature must match:
-
-
- static T MethodName(T from, T to, float alpha) { /* ... */ }
-
+ Config ToString
-
+
- Default constructor for RenderAttribute
+ Page Bit Shift Lookup Table
-
+
- Wrapper around the Fusion LBC Implementation
-
- It will control and manage the communication between Fusion and the Photon Cloud
+ Ptr
-
+
- Fusion LBC Client Reference
+ Ptr Equality Comparer
-
+
- ID of this Communicator. This reflects the Actor Number of the Peer inside the Room
+ Ptr Equality Comparer
+ Ptr X
+ Ptr Y
+ True if point to the same Address
-
+
- Flag to signal if this Communicator was extracted and will be reused
+ Get Hash Code
+ Ptr
+ Ptr Address
-
+
- Responsible to deal with LoadBalancingClient Events
+ Ptr Size
+
+
- Responsible for dealing and managing the API used to communicate with the Photon Cloud.
- This also includes:
- - Send/Reply to Protocol Messages
- - Query for Reflexive Information
- - Perform NAT Punchthrough
- - Manage the Realtime client
- - Respond to/deal with Photon Cloud events
+ Null Ptr
-
+
- Signal if the local peer is connected to the Photon Cloud and can perform extra actions, like creating/joining a Room.
+ Ptr Address
-
+
- Photon Client UserID
+ Check Ptr equality
+ Ptr Ref
+ True if points to the same Address
-
+
- Signal if the local peer is already inside a Room
+ Check Ptr equality
+ Any object reference
+ True if obj is a and points to the same Address
-
+
- Signal if the local peer is already inside a Lobby
+ Hash Code, same as
+
-
+
- Current Fusion Session Join Stage
+ to String
+ in Hexadecimal format
-
+
- Current ProtocolMessageVersion
+ Implicit Bool Operator
+ Check if is not 0
+
+ to check
+
+
+ True if is not 0
+
-
+
- Max Number of players a Session can handle
+ Implicit Ptr Equals Operator
+
+ A
+
+
+ B
+
+
+ True if is the same
+
-
+
- Signal if the local peer is also the Master Client of the Current Room
+ Implicit Ptr Not Equals Operator
+
+ A
+
+
+ B
+
+
+ True if is not the same
+
-
+
- Get the internal used by the Client to perform the authentication
+ Implicit Ptr Sum Operator
+
+ to add to
+
+
+ Value to add
+
+
+ with increased by
+
-
+
- Reference to the current active communicator
+ Implicit Ptr Subtraction Operator
+
+ to subtract from
+
+
+ Value to subtract
+
+
+ with decreased by
+
-
+
- Get the local client cached region summary
+ Capacity Attribute
-
+
- Signal if the local peer will try or accept connections using NAT Punch
+ Total Capacity
-
+
- Custom STUN Server
+ CapacityAttribute Constructor
+
-
+
+
+ Default For Property Attribute
+
+ For non-serialized properties
+
+
+
- Exposes the current NAT Type from the local Peer
+ Property Name
-
+
- player ref assigned by the cloud
+ Property Word Offset
-
+
- Builds a new CloudService reference
+ Property Word Count
- Reference to the current active Runner
-
- Optional external Communicator
-
+
- Extract the internal Communicator for later re-use
+ DefaultForPropertyAttribute Constructor
- Current used by this instance with all resetted settings
+
+
+
-
+
- Update and perform all pending actions related to the Photon Cloud communication
+ Fixed Buffer Property Attribute
-
+
- Connect the local peer to Photon Cloud using an async process.
+ Fixed Buffer Type
- Custom Authentication Values used to Auth the local peer
- Custom Photon App Settings
- External CancellationToken
- Signal if the LoadBalancingClient should use the Default or Alternative Ports
- Async Task of the connect to Photon Cloud process. Can be used to wait for the process to be finished
-
+
- Join the Peer to a specific Lobby, either a prebuild or a custom one
+ Fixed Buffer Surrogate Type
- Lobby Type to Join
- Custom Lobby ID
- Custom Lobby Type
- True if the operation could be completed.
-
-
-
- Make the local Peer Create/Join a Room based on Start Game Arguments
-
- --------------------->Yes--->CreateOrJoin
- SharedMode--->| Valid Room Name |
- --------------------->No---->[RandomRoomName]-->JoinRandomOrCreate
-
- --------------------->Yes--->CreateOrJoin
- ClientMode--->| Valid Room Name |
- --------------------->No---->[RandomRoomName]-->JoinRandom
-
- ServerMode-- --------------------->Yes----------------------------|
- |->| Valid Room Name | v
- HostMode---- --------------------->No---->[RandomRoomName]-->CreateOrJoin
-
-
- Start Game Args ref
- External Cancellation Token
- Task of the Join Room process
-
+
- Disconnect the Local Peer from the Photon Cloud.
+ Fixed Buffer Capacity
- Async Task of the disconnect from Photon Cloud process. Can be used to wait for the process to be finished
-
+
- Get the UserID of another Player Actor in the Room
+ FixedBufferPropertyAttribute Constructor
- ActorID of a Player inside the Room
- Player UserID
+
+
+
-
+
- Try to get the ActorId associated with a specific Client Unique Id
+ Network Assembly Ignore Attribute
- Client Unique Id to check
- ActorId associated with that Client Unique Id
- True if the ActorId can be found
-
+
- Callback fire on every connection attempt with a remote Server.
-
- It is used while trying to hole-punch the remote server and enables the manager to swap the target endpoint in between attempts.
- This is necessary to maintain a flow of attempts even if we exchange the local/public/relay endpoints
+ Network Assembly Weaved Attribute
- Current attempt number
- Max number of attempts
- Flag if target EndPoint should change
- New target EndPoint
-
+
- Start the connection process with a Remote Server
+ Network Behaviour Weaved Attribute
- Starting NAT Punch state, see for more info
- Remote Server EndPoint to connect to
-
+
- Disposes the current
+ Word Count
-
+
- Callback invoked when any Room Property has changed
+ NetworkBehaviourWeavedAttribute Constructor
+
-
+
- Callback invoked when the Room list is updated with data from the Cloud
+ Network Deserialize Method Attribute
- New List of
-
+
- Send a Protocol Message to Fusion Plugin
+
+ Flags a property of for network state synchronization.
+ The property should have empty get and set defines, which will automatically be replaced with networking code via IL Weaving.
+ OnChanged can be assigned with the name of a method in the same NetworkBehaviour.
+ The named method will get called whenever this property value has been changed by the State Authority.
+
+ | [Networked(OnDataReceived = nameof(MyCallbackMethod)]
+ | public int MyProperty { get; set; }
+ |
+ | protected static void MyCallbackMethod(Changed<ChangedCallbackParent> changed) {
+ | changed.LoadNew();
+ | var newval = changed.Behaviour.MyProperty;
+ | changed.LoadOld();
+ | var oldval = changed.Behaviour.MyProperty;
+ | Debug.Log($"Changed from {oldval} to {newval}");
+ | }
+
+
+
+ Inside of INetworkStruct, do not use AutoProperties (get; set;), as these will introduce managed types into the struct, which are not allowed. Instead use '=> default'.
+
+ | [Networked]
+ | public string StringProp { get => default; set { } }
+
+
- Optional external cancellation token
-
+
- Send a Protocol Message to the Fusion Plugin
+ Name of the field that holds the default value for this networked property.
- Reference to the Project Config to be sent
-
+
- Send a Protocol Message to the Fusion Plugin
+ Default constructor for NetworkedAttribute
- Reference to StunResult used to build the Protocol Message
-
-
- Build and send the latest Server Snapshot to the Fusion Plugin
-
+
+
+ Networked Weaved Attribute
+
+ Networked Property Attribute
+
-
+
- Handles a Confirmation Protocol Message sent by the Fusion Plugin
+ Networked Property Word Offset
- Sender Actor Number
- Join Protocol Message
-
+
- Handles a Protocol Message sent by the Fusion Plugin
+ Networked Property Word Count
- Sender Actor Number
- Start Protocol Message
-
+
- Handles a Protocol Message sent by the Fusion Plugin
+ NetworkedWeavedAttribute Constructor
- Sender Actor Number
- Disconnect Protocol Message
+
+
-
+
- Handles a Protocol Message sent by the Fusion Plugin
+ Network Input Weaved Attribute
- Sender Actor Number
- NetworkConfigSync Protocol Message
-
+
- Handles a Protocol Message sent by the Fusion Plugin
+ Word Count
- Sender Actor Number
- ReflexiveInfo Protocol Message
-
+
- Confirms or waits for confirmation from the Plugin of the Join Message
+ NetworkInputWeavedAttribute Constructor
- True if the Join Confirmation was received, false otherwise
+
-
+
- Send an empty message to Photon Cloud so the LBC Connection keeps alive
+ Network Prefab Attribute
-
+
-
+ Network Rpc Static Weaved Invoker Attribute
+ Contains info about a static weaved RPC Method
-
-
+
- Reverse ping will send Empty UDP Packets to the RemoteAddr in order to setup the Routing Table
- on the current NAT of the Server, forcing it to allow packages from the remote client to be received
+ RPC Key
- Remove EndPoint to ping
-
+
- Run the STUN Service to retrieve the current Reflexive Addresses of the local peer
+ NetworkRpcStaticWeavedInvokerAttribute Constructor
- Running Task of the STUN Query Procedure
+
-
+
- Update the internal used to start the Fusion Runner
+ Network Rpc Weaved Invoker Attribute
+ Contains info about a weaved RPC Method
- New arguments
-
+
- Check if Remote Private EndPoint appears to be in the same Subnet
+ RPC Key
- True if in same Subnet
-
+
- Initilize the Log system from the Realtime SDK to use the Fusion Log System
+ RPC Sources
-
+
- Converts a to a
+ RPC Targets
-
- ref
- Room Region
- ref
-
+
- Holds information about the local peer used to Join/Start/Connect to a remote Peer
- using the Photon Cloud as backend
+ NetworkRpcWeavedInvokerAttribute Constructor
+
+
+
-
+
- Client Server Lobby
+ Network Serialize Method Attribute
-
+
- Shared Lobby
+ If set, this changes expected Wrap method signature to int Name(NetworkRunner, T, byte*) and Unwrap to int Name(NetworkRunner, byte*, ref T).
+ In both cases, the result is the number of bytes written/read and can not be greater than what's declared here.
-
+
- Reference to the initialization arguments set by the user.
- They are used to start the Fusion Runner
+ Describes the total number of WORDs a uses.
-
+
- Connection Stage related to the current EndPoint Type used by the client to connect a remote server
+ Word Count
-
+
- Describes the current state of the Join process
+ If the is Generic Composite
-
+
- Describe the current protocol version we are using to communicate with the Plugin
+ NetworkStructWeavedAttribute Constructor
+ word count
-
+
- Remote Server Reflexive Info. Stores private and public EndPoint of the remote server.
+ Enables a special inspector drawer for Unity Rect type, specially designed for editing RectTransforms using normalized values.
-
+
- Local Reflexive Info. Stores private and public EndPoint of the local peer.
+ Signal if Y should be inverted
-
+
- Stores the local peer Unique Id
+ Set the Aspect Ratio
-
+
- Stores the local peer Unique Id
+ Constructor for . InvertY inverts Y handling, for RectTransforms which treat lowerRight as origin, rather than upper left.
+ Invert Y handling
+ Expressed as Width/Height, this defines the ratio of the box shown in the inspector. Value of 0 indicates game window resolution will be used.
-
+
- Stores requests sent by the plugin
+ Preserve In Plugin Attribute
-
+
- Last Disconnect Msg Received from the Plugin
+ PreserveInPluginAttribute Constructor
-
+
- Mapping between Actor UniqueId and its ReflexiveInfo
+ Override default render settings for [Networked] properties.
-
+
- Define a list of Requests that may be asked by the Plugin Server
+
+ Force this property to be rendered in this .
+
+
+ This setting is prioritized over and overrides.
+
-
+
- No Request
+
+ Force this property to be rendered using this (in the chosen ).
+
+
+ This setting is prioritized over and overrides.
+
-
+
- Request for the Local Reflexive Info
+
+ Override the default interpolation method for this property. The method's signature must match:
+
+
+ static T MethodName(T from, T to, float alpha) { /* ... */ }
+
-
+
- Describes the current Target Address Type used in the NAT Punch procedure
+ Default constructor for RenderAttribute
-
+
- No connection procedure is running
+ RenderAttribute Constructor
+ reference
+ reference
-
+
- Trying to Connect to LAN EndPoint
+ Render Weaved Attribute
-
+
- Trying to Connect to WAN EndPoint
+ RenderWeavedAttribute Constructor
-
+
- Trying to Connect to Relay EndPoint
+ Resolve Network Prefab Source Attribute
-
+
- Stage of the Join Process.
-
- When starting the peer, the first thing we need to make sure is to have Joined the Room
- with a confirmation from the Plugin, this will signal the current stage of this
+ Unity ContextMenuItemAttribute
-
+
- Join Request not sent yet
+ ContextMenuItemAttribute Order
-
+
- Join Request Sent, waiting for confirmation
+ ContextMenuItemAttribute Constructor
-
+
- Join Confirmation Received, all good
+ Unity DelayedAttribute
-
+
- Failed to receive Join Confirmation after a timeout ()
+ DelayedAttribute Order
-
+
- Stores the data of a "Request to Ping" used by the Server in Client-Server Mode
- to send arbitrary "pings" to a connecting Client.
-
- This allows the local NAT Table to be updated with the right mapping information
- from the remote client, increasing the chance of the local Server to receive any
- connect request from the remote peer.
+ Unity HeaderAttribute
-
+
- Delay between pings
+ HeaderAttribute Order
-
+
- Total number of pings to send
+ HeaderAttribute Constructor
-
+
- Countdown for the next ping
+ Unity MinAttribute
-
+
- Remote Client Reflexive Info, used to getter the Public EndPoint to send the ping
+ MinAttribute Order
-
+
- Extension methods to
+ MinAttribute Constructor
-
+
- Holds information about a Lobby
+ Unity MultilineAttribute
-
+
- Flag to signal if the is ready for use.
- This is only true if the peer is currently connected to a Lobby.
+ MultilineAttribute Order
-
+
- Lobby Name
+ Unity NonReorderableAttribute
-
+
- Stores the current connected Region
+ NonReorderableAttribute Order
-
+
- Session Lobby Type
+ Unity RangeAttribute
-
+
- Invalid Session Lobby Type
+ RangeAttribute Order
-
+
- ClientServer Lobby
+ RangeAttribute Constructor
-
+
- Shared Lobby
+ Unity SerializeField
-
+
- Custom Lobby - works in conjuction with a Lobby Name/ID
+ Unity SerializeReference
-
+
- Holds information about the Game Session
+ Unity SpaceAttribute
-
+
- Flag to signal if the is ready for use
+ SpaceAttribute Order
-
+
- Stores the current Room Name
+ SpaceAttribute Constructor
-
+
- Stores the current connected Region
+ Unity TooltipAttribute
-
+
- Signal if the current connected Room is visible
+ TooltipAttribute Order
-
+
- Signal if the current connected Room is open
+ TooltipAttribute Constructor
-
+
- Room Custom Properties
+ Unity NonSerializedAttribute
-
+
- Current number of peers inside this Session, this includes the Server/Host and Clients
+ Unity FormerlySerializedAsAttribute
-
+
- Max number of peer that can join this Session, this value always include an extra slot for the Server/Host
+ FormerlySerializedAsAttribute Constructor
-
+
- Check if the reference is not Null and is Valid.
+ Weaver Generated Attribute
-
-
+
- Update or change the Custom Properties of the current joined Room
+ Wrapper around the Fusion LBC Implementation
+
+ It will control and manage the communication between Fusion and the Photon Cloud
- New custom properties
-
+
- String representation of a
+ Fusion LBC Client Reference
- Formatted
-
+
- Interface for callback.
- Called after the resimulation loop (when applicable), and also after the forward simulation loop.
- Implement this interface on and classes.
+ ID of this Communicator. This reflects the Actor Number of the Peer inside the Room
-
+
- Called after the resimulation loop (when applicable), and also after the forward simulation loop.
- Only called on Updates where resimulation or forward ticks are processed.
+ Flag to signal if this Communicator was extracted and will be reused
- True if this is being called during the resimulation loop. False if during the forward simulation loop.
- How many resimulation or forward ticks are going to be processed.
-
+
- Callback interface for .
- Called at the very start of the resimulation loop (on clients with prediction enabled),
- immediately after state is set to the latest server snapshot.
- Implement this interface on and classes.
+ Responsible to deal with LoadBalancingClient Events
-
-
- Called at the very start of the resimulation loop (on clients with prediction enabled),
- immediately after state is set to the latest server snapshot.
+ Responsible for dealing and managing the API used to communicate with the Photon Cloud.
+ This also includes:
+ - Send/Reply to Protocol Messages
+ - Query for Reflexive Information
+ - Perform NAT Punchthrough
+ - Manage the Realtime client
+ - Respond to/deal with Photon Cloud events
-
+
- Used to mark NetworkBehaviors that need to be react after a Host Migration process
+ Signal if the local peer is connected to the Photon Cloud and can perform extra actions, like creating/joining a Room.
-
+
- Invoked after the Host Migration happens in order to setup non-networked data on NetworkBehaviors
+ Photon Client UserID
-
+
- Interface for callback.
- Called after each tick simulation completes.
- Implement this interface on and classes.
+ Signal if the local peer is already inside a Room
-
+
- Called after each tick simulation completes.
+ Signal if the local peer is already inside a Lobby
-
+
- Interface for the callback, which is called at the end of each Fusion Update segment.
- Implement this interface on and classes.
+ Current Fusion Session Join Stage
-
+
- Called at the end of the Fusion Update loop, before all Unity MonoBehaviour.Update() callbacks.
+ Current ProtocolMessageVersion
-
+
- Interface for callback.
- Called before the resimulation loop (when applicable), and also before the forward simulation loop.
- Implement this interface on and classes.
+ Max Number of players a Session can handle
-
+
- Called before the resimulation loop (when applicable), and also before the forward simulation loop.
- Only called on Updates where resimulation or forward ticks are processed.
+ Signal if the local peer is also the Master Client of the Current Room
- True if this is being called during the resimulation loop. False if during the forward simulation loop.
- How many resimulation or forward ticks are going to be processed.
-
+
- Callback interface for .
- Called at the very start of the resimulation loop (on clients with prediction enabled),
- before state is set to the latest server snapshot.
- Implement this interface on and classes.
+ Get the internal used by the Client to perform the authentication
-
+
- Called at the very start of the resimulation loop (on clients with prediction enabled),
- before state is set to the latest server snapshot.
+ Reference to the current active communicator
-
+
- Interface for callback.
- Implement this interface on and classes.
+ Get the local client cached region summary
-
+
- Called immediately before the registers hitboxes in a snapshot.
+ Signal if the local peer will try or accept connections using NAT Punch
-
+
- Interface for callback.
- Called before each tick is simulated.
- Implement this interface on and classes.
+ Custom STUN Server
-
+
- Called before each tick is simulated.
+ Exposes the current NAT Type from the local Peer
-
+
- Interface for the callback, which is called at the beginning of each Fusion Update segment.
- Implement this interface on and classes.
+ player ref assigned by the cloud
-
+
- Called at the start of the Fusion Update loop, before the Fusion simulation loop.
+ Builds a new CloudService reference
+ Reference to the current active Runner
+ Custom Photon App Settings
+ Optional external Communicator
-
+
- Interface for callback.
- Called when the joins AreaOfInterest.
- Implement this interface on and classes.
- Only applicable to .
+ Extract the internal Communicator for later re-use
+ Current used by this instance with all resetted settings
-
+
- Called when the joins AreaOfInterest.
- Object is now receiving snapshot updates.
- Object will execute FixedUpdateNetwork() and Render() methods until the object leaves simulation.
+ Update and perform all pending actions related to the Photon Cloud communication
-
+
- Interface for the callback.
- Called when the leaves AreaOfInterest.
- Implement this interface on and classes.
- Only applicable to .
+ Connect the local peer to Photon Cloud using an async process.
+ Custom Authentication Values used to Auth the local peer
+ Custom Photon App Settings
+ External CancellationToken
+ Signal if the LoadBalancingClient should use the Default or Alternative Ports
+ Async Task of the connect to Photon Cloud process. Can be used to wait for the process to be finished
-
+
- Called when the leaves AreaOfInterest.
- Object is no longer receiving snapshot updates.
- Object will stop executing FixedUpdateNetwork() and Render() methods until the object rejoins simulation.
+ Join the Peer to a specific Lobby, either a prebuild or a custom one
+ Lobby Type to Join
+ Custom Lobby ID
+ Custom Lobby Type
+ True if the operation could be completed.
-
-
- Base class for Fusion network components, which are associated with a .
- Derived from , components derived from this class are associated with a and .
- Components derived from this class are associated with a parent .
- and can use the on properties to automate state synchronization,
- and can use the on methods, to automate messaging.
-
+
+
+ Make the local Peer Create/Join a Room based on Start Game Arguments
+
+ --------------------->Yes--->CreateOrJoin
+ SharedMode--->| Valid Room Name |
+ --------------------->No---->[RandomRoomName]-->JoinRandomOrCreate
+
+ --------------------->Yes--->CreateOrJoin
+ ClientMode--->| Valid Room Name |
+ --------------------->No---->[RandomRoomName]-->JoinRandom
+
+ ServerMode-- --------------------->Yes----------------------------|
+ |->| Valid Room Name | v
+ HostMode---- --------------------->No---->[RandomRoomName]-->CreateOrJoin
+
+
+ Start Game Args ref
+ External Cancellation Token
+ Task of the Join Room process
-
+
- Gives access to the offset (in 32 bit words) and count (in 32 bit words) of this behaviour backing data
+ Disconnect the Local Peer from the Photon Cloud.
+ Async Task of the disconnect from Photon Cloud process. Can be used to wait for the process to be finished
-
+
- The tick the data on this networked behaviour changed
+ Get the UserID of another Player Actor in the Room
+ ActorID of a Player inside the Room
+ Player UserID
-
+
- The unique identifier for this network behaviour.
+ Try to get the ActorId associated with a specific Client Unique Id
+ Client Unique Id to check
+ ActorId associated with that Client Unique Id
+ True if the ActorId can be found
-
+
- Returns true if the of the associated is the designated as Input Source for this network entity.
+ Callback fire on every connection attempt with a remote Server.
+
+ It is used while trying to hole-punch the remote server and enables the manager to swap the target endpoint in between attempts.
+ This is necessary to maintain a flow of attempts even if we exchange the local/public/relay endpoints
+ Current attempt number
+ Max number of attempts
+ Flag if target EndPoint should change
+ New target EndPoint
-
+
- Returns true if the associated is the State Source for this network entity.
+ Start the connection process with a Remote Server
+ Starting NAT Punch state, see for more info
+ Remote Server EndPoint to connect to
-
+
- Returns true if the associated is neither the Input nor State Authority for this network entity.
- It is recommended to use ! or ! when possible instead,
- as this check requires evaluating both authorities - and is therefore less performant than the individual checks.
+ Disposes the current
-
+
- Override this value for custom memory allocations.
- This is for advanced use cases only, and cannot be used if is used in the derived class.
+ Callback invoked when any Room Property has changed
-
+
- Returns true if the object is writable in the editor - i.e. when it is not attached
- or has the state authority.
+ Callback invoked when the Room list is updated with data from the Cloud
+ New List of
-
+
- Gets a bitmask of flags, representing the current local authority over this .
+ Send a Protocol Message to Fusion Plugin
+ Optional external cancellation token
-
+
- Resets the state of the object to the original state
+ Send a Protocol Message to the Fusion Plugin
+ Reference to the Project Config to be sent
-
+
- Copies entire state of passed in source
+ Send a Protocol Message to the Fusion Plugin
- Source to copy data from
+ Reference to StunResult used to build the Protocol Message
-
+
- Post spawn callback.
+ Build and send the latest Server Snapshot to the Fusion Plugin
-
+
- Called before the network object is despawned
+ Handles a Confirmation Protocol Message sent by the Fusion Plugin
- If the state of the behaviour is still accessible
+ Sender Actor Number
+ Join Protocol Message
-
+
- Allows read and write access to the internal state buffer
+ Handles a Protocol Message sent by the Fusion Plugin
- The offset to generate a ref for, in integer words
-
- Reference to the location in memory defined by offset
+ Sender Actor Number
+ Start Protocol Message
-
+
-
+ Handles a Protocol Message sent by the Fusion Plugin
-
+ Sender Actor Number
+ Disconnect Protocol Message
-
+
- Returns true if it a valid can be found for the current simulation tick (Typically this is used in ).
- The returned input struct originates from the ,
- and if valid contains the inputs supplied by that for the current simulation tick.
+ Handles a Protocol Message sent by the Fusion Plugin
+ Sender Actor Number
+ NetworkConfigSync Protocol Message
-
+
- Converts NetworkBehaviour to NetworkBehaviourId
+ Handles a Protocol Message sent by the Fusion Plugin
-
-
+ Sender Actor Number
+ ReflexiveInfo Protocol Message
-
+
- This method needs to be invoked in user overrides of:
-
-
+ Confirms or waits for confirmation from the Plugin of the Join Message
+ True if the Join Confirmation was received, false otherwise
-
+
- This is a special method that is meant to be used only for [Networked] properties inline initialization.
+ Send an empty message to Photon Cloud so the LBC Connection keeps alive
-
+
- This is a special method that is meant to be used only for [Networked] properties inline initialization.
+ Periodically sends a host migration snapshot if the runner is in host mode and is currently running.
+
+ A task that represents the asynchronous operation. The task result is a boolean indicating whether the service should continue running.
+ Returns true if the runner is not running, indicating that the service should continue.
+ Returns false if the runner is not in host mode, indicating that the service should stop.
+
+ Thrown when the operation is cancelled.
-
+
- Provides low level accesss to data buffers that can be read using a NetworkBehaviour.Reader
+ Reverse ping will send Empty UDP Packets to the RemoteAddr in order to setup the Routing Table
+ on the current NAT of the Server, forcing it to allow packages from the remote client to be received
+ Remove EndPoint to ping
-
+
- This method is not meant to be called directly. Calls are injected by the Weaver.
+ Run the STUN Service to retrieve the current Reflexive Addresses of the local peer
-
+ Running Task of the STUN Query Procedure
-
+
- This method is not meant to be called directly. Calls are injected by the Weaver.
+ Update the internal used to start the Fusion Runner
-
+ New arguments
-
+
- This method is not meant to be called directly. Calls are injected by the Weaver.
+ Check if Remote Private EndPoint appears to be in the same Subnet
-
+ True if in same Subnet
-
+
- A component for synchronizing the Animator controller state from the State Authority to network proxies.
- Requires a Unity Animator component, and a component.
- NOTE: Animator Root Motion is not compatible with re-simulation and prediction.
+ Initilize the Log system from the Realtime SDK to use the Fusion Log System
-
+
- The Animator being synced. If unset, will attempt to find one on this GameObject.
+ Converts a to a
+
+ ref
+ Room Region
+ ref
-
+
- The number of words allocated per snapshot for serialization of the Animator. (One Word is 32 bits, or 4 bytes).
+ Holds information about the local peer used to Join/Start/Connect to a remote Peer
+ using the Photon Cloud as backend
-
+
- The source of the State which is applied in Render.
+ Client Server Lobby
-
+
- Flags controlling which Mecanim data will be synced.
+ Shared Lobby
-
+
- States found in the current AnimatorController, converted to hashes.
+ Reference to the initialization arguments set by the user.
+ They are used to start the Fusion Runner
-
+
- Triggers found in the current AnimatorController, converted to hashes.
+ Connection Stage related to the current EndPoint Type used by the client to connect a remote server
-
+
- Queues a SetTrigger() call for the associated Animator on the State Authority. Call this instead of Animator.SetTrigger() for the State Authority to ensure that triggers are captured.
- On State Authority, this call will defer the SetTrigger() pass-through to the Animator until FixedUpdateNetwork() is called,
- where all queued triggers will be executed (this is to ensure tick agreement between server and clients).
+ Describes the current state of the Join process
-
- Will call Animator.SetTrigger() immediately on the InputAuthority. If false, SetTrigger() will not be called on the Input Authority at all
- and Animator.SetTrigger() should be called explicitly as needed.
-
-
+
- Queues a SetTrigger() call for the associated Animator on the State Authority. Call this instead of Animator.SetTrigger() for the State Authority to ensure that triggers are captured.
- On State Authority, this call will defer the SetTrigger() pass-through to the Animator until FixedUpdateNetwork() is called,
- where all queued triggers will be executed (this is to ensure tick agreement between server and clients).
+ Describe the current protocol version we are using to communicate with the Plugin
-
- Will call Animator.SetTrigger() immediately on the InputAuthority. If false, SetTrigger() will not be called on the Input Authority at all
- and Animator.SetTrigger() should be called explicitly as needed.
-
-
+
- Base class for a Fusion aware Behaviour (derived from UnityEngine.MonoBehavour).
- Objects derived from this object can be associated with a and .
- If a parent is found, this component will also be associated with that network entity.
+ Remote Server Reflexive Info. Stores private and public EndPoint of the remote server.
-
+
- The this component is associated with.
+ Local Reflexive Info. Stores private and public EndPoint of the local peer.
-
+
- The this component is associated with.
+ Stores the local peer Unique Id
-
+
- Fusion FixedUpdate timing callback.
+ Stores the local peer Unique Id
-
+
- Post simulation frame rendering callback. Runs after all simulations have finished. Use in place of Unity's Update when Fusion is handling Physics.
+ Stores requests sent by the plugin
-
+
- This is intentionally private; sub classes can create their own overload
- without worrying about matching visibility etc.
- calls will be weaved in.
+ Last Disconnect Msg Received from the Plugin
-
+
-
+ Mapping between Actor UniqueId and its ReflexiveInfo
-
+
-
+ Define a list of Requests that may be asked by the Plugin Server
-
+
- Attribute for specifying which and this will execute in.
- Can be used to limit execution to only Host, Server or Client peers, or to only execute on Resimulation or Forward ticks.
- Usage:
-
- [SimulationBehaviour(Stages = SimulationStages.Forward, Modes = SimulationModes.Server | SimulationModes.Host)]
-
+ No Request
-
+
- Flag for which stages of the simulation loop this component will execute this script.
+ Request for the Local Reflexive Info
-
+
- Flag for which indicated peers in will execute this script.
+ Describes the current Target Address Type used in the NAT Punch procedure
-
+
- Flag for which topologies this script will execute in
+ No connection procedure is running
-
+
- The default behaviour interfaces
+ Trying to Connect to LAN EndPoint
-
+
- Use NetworkTransform (or any custom class derived from NetworkTRSP) to synchronize initial transform values. This component is non-functional.
+ Trying to Connect to WAN EndPoint
-
+
- Use the Fusion Unity Physics Add-on, or your own variation of it to synchronize Rigidbodies. This component is non-functional.
+ Trying to Connect to Relay EndPoint
-
+
- Use the Fusion Unity Physics Add-on, or your own variation of it to synchronize Rigidbodies. This component is non-functional.
+ Stage of the Join Process.
+
+ When starting the peer, the first thing we need to make sure is to have Joined the Room
+ with a confirmation from the Plugin, this will signal the current stage of this
-
+
- Add to any Transform, or its associated child Transforms to automatically synchronize
- TRSP (Position/Rotation/Scale/Parent).
+ Join Request not sent yet
-
+
- Enables synchronization of LocalScale.
+ Join Request Sent, waiting for confirmation
-
+
- Enables synchronization of transform.parent.
- NOTE: Parent GameObjects must have a derived component to be a valid parent,
- parent must belong to a different than this Object.
+ Join Confirmation Received, all good
-
+
- Determines if parent changes should automatically call ,
- and assign the parent as the override. Default is true, as you typically will want
- player interest in this object to reflect player interest in the nested parent object. For example,
- if a player is carrying an nested Object, players should only see that carried Object if they see the player.
- Additionally, AOI works in world space, and NetworkTransform operates in local space, so any AOI position values of
- nested Objects will ALWAYS be invalid, so nested Objects should always have their AOI Override set to a non-nested Object.
+ Failed to receive Join Confirmation after a timeout
-
+
- Automatically sets the Area Of Interest Override for this NetworkObject to the parent NetworkObject.
+ Stores the data of a "Request to Ping" used by the Server in Client-Server Mode
+ to send arbitrary "pings" to a connecting Client.
+
+ This allows the local NAT Table to be updated with the right mapping information
+ from the remote client, increasing the chance of the local Server to receive any
+ connect request from the remote peer.
-
+
- Disable interpolation on State Authority in Shared Mode. You should disable interpolation if your controller code moves an object inside of Update()
- rather than FixedUpdateNetwork().
+ Delay between pings
-
+
- Set the transform position and rotation to the indicated values, and network the Teleport event.
- This will suspend interpolation between the previous tick state and the current tick state in Render(),
- on this peer and all remote peers.
+ Total number of pings to send
-
+
- Manually set the used as the AreaOfInterestOverride.
+ Countdown for the next ping
-
-
-
-
-
-
-
-
+
- Implement this interface on a implementation to indicate it can be teleported.
+ Remote Client Reflexive Info, used to getter the Public EndPoint to send the ping
-
+
- Teleports to the indicated values, and network the Teleport event.
+ Extension methods to
-
+
- Base class for spatial (Position/Rotation/Scale/Parent) synchronization component, such as .
- Provides the base logic for render interpolation, parenting synchronization, and teleport, that can be used in components derived from this class.
+ Holds information about a Lobby
-
+
- The main is at the root of the
- and it will be used for area of interest operations and parenting of the .
+ Flag to signal if the is ready for use.
+ This is only true if the peer is currently connected to a Lobby.
-
+
- The networked data of this .
+ Lobby Name
-
+
- A reference to the networked data of this .
+ Stores the current connected Region
-
+
- Manually set the used as the AreaOfInterestOverride.
+ Session Lobby Type
-
-
+
- The default Teleport implementation for derived classes.
+ Invalid Session Lobby Type
-
+
- Default handling for setting a 's parent using a NetworkBehaviourId value.
+ ClientServer Lobby
-
+
- Recursively attempts to find nested parent NetworkObject, and if found assigns that NetworkObject as the AreaOfInterestOverride.
+ Shared Lobby
- Only pass a NetworkTRSP derived class that is on the same Transform as its associated ,
- as AreaOfInterestOverride is only applicable when is true..
- The direct parent of the
-
+
- Default Render handling for derived classes.
+ Custom Lobby - works in conjuction with a Lobby Name/ID
-
+
- Data structure storing spatial (Position/Rotation/Scale/Parent) synchronization data for spatial synchronization components, and its subclass .
+ Holds information about the Game Session
-
+
- Special NetworkBehaviourId value, used as a flag to tell the parent is a non-networked object
+ Flag to signal if the is ready for use
-
+
- Networked properties word count for the base
+ Stores the current Room Name
-
+
- The actual size for the networked properties in bytes
+ Stores the current connected Region
-
+
- Offset to point at the position values on the data buffer
+ Signal if the current connected Room is visible
-
+
- Id of a NetworkBehaviour on the parent of the component's transform.
+ Signal if the current connected Room is open
-
+
- Position relevant for the spatial synchronization component (can be used to either store a local position or a world position, depending on the component)
+ Room Custom Properties
-
+
- Rotation relevant for the spatial synchronization component (can be used to either store a local rotation or a world rotation, depending on the component)
+ Current number of peers inside this Session, this includes the Server/Host and Clients
-
+
- Scale relevant for the spatial synchronization component
+ Max number of peer that can join this Session, this value always include an extra slot for the Server/Host
-
+
- Key used to differentiate between several teleports
+ Check if the reference is not Null and is Valid.
+ Session Info
-
+
- Id of a behaviour used as the reference point for this component during area of interest operations
- The behaviour should be a derived class, that is on the same Transform as its associated
+ Update or change the Custom Properties of the current joined Room
+ New custom properties
-
+
- Tools to replace GetComponent variants that respects nested objects.
- These are used to find components of a NetworkedObjects without also finding components that belong to parent or child NetworkedObjects.
+ String representation of a
+ Formatted
-
+
- Find T on supplied transform or any parent. Unlike GetComponentInParent, GameObjects do not need to be active to be found.
+ Interface for callback.
+ Called after the re-simulation loop (when applicable), and also after the forward simulation loop.
+ Implement this interface on and classes.
-
+
- Returns all T found between the child transform and its root. Order in List from child to parent, with the root/parent most being last.
+ Called after the re-simulation loop (when applicable), and also after the forward simulation loop.
+ Only called on Updates where re-simulation or forward ticks are processed.
+ True if this is being called during the re-simulation loop. False if during the forward simulation loop.
+ How many re-simulation or forward ticks are going to be processed.
-
+
- Same as GetComponentInParent, but will always include inactive objects in search.
- Will also stop recursing up the hierarchy when the StopOnT is found.
+ Callback interface for .
+ Called at the very start of the resimulation loop (on clients with prediction enabled),
+ immediately after state is set to the latest server snapshot.
+ Implement this interface on and classes.
-
+
- UNTESTED
+ Called at the very start of the resimulation loop (on clients with prediction enabled),
+ immediately after state is set to the latest server snapshot.
-
+
- Finds components of type T on supplied transform, and every parent above that node, inclusively stopping on node StopT component.
+ Used to mark NetworkBehaviors that need to be react after a Host Migration process
-
+
- Same as GetComponentsInChildren, but will not recurse into children with component of the StopT type.
+ Invoked after the Host Migration happens in order to setup non-networked data on NetworkBehaviors
-
+
- Same as GetComponentsInChildren, but will not recurse into children with any component of the types in the stopOn array.
+ Interface for callback.
+ Called after the render loop.
-
+
- Same as GetComponentsInChildren, but will not recurse into children with component of the StopT type.
+ Called after the render loop.
- Cast found components to this type. Typically Component, but any other class/interface will work as long as they are assignable from SearchT.
- Find components of this class or interface type.
- When this component is found, no further recursing will be performed on that node.
-
+
- Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order.
- This is a slower operation, and does produce garbage collection.
+ Interface for callback.
+ Called after the object is spawned.
-
+
- Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order.
- This is a slower operation which should not be run every update.
+ Called after the object is spawned.
-
-
- Supplied list that will be populated by this find.
- Whether results should include inactive components.
-
+
- Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order.
- This is a slow operation, and does produce garbage collection.
+ Interface for callback.
+ Called after each tick simulation completes.
+ Implement this interface on and classes.
- The type being searched for.
- Casts all found objects to this type, and returns collection of this type. Objects that fail cast are excluded.
-
- Whether results should include inactive components.
-
+
- Find All instances of Component type in a scene. Attempts to respect the hierarchy of the scene objects to produce a more deterministic order.
- This is a slower operation and should not be run every update.
+ Called after each tick simulation completes.
-
-
-
- Supplied list that will be filled with found objects.
- Whether results should include inactive components.
-
+
- Call this to batch-optimize any object-changes notified through
- ssBVHNode.refit_ObjectChanged(..). For example, in a game-loop,
- call this once per frame.
+ Interface for the callback, which is called at the end of each Fusion Update segment.
+ Implement this interface on and classes.
-
+
- Call this when you wish to update an object. This does not update straight away, but marks it for update when Optimize() is called
+ Called at the end of the Fusion Update loop, before all Unity MonoBehaviour.Update() callbacks.
-
-
+
- initializes a BVH with a given nodeAdaptor, and object list.
+ Interface for callback.
+ Called before the re-simulation loop (when applicable), and also before the forward simulation loop.
+ Implement this interface on and classes.
-
+
- tryRotate looks at all candidate rotations, and executes the rotation with the best resulting SAH (if any)
+ Called before the re-simulation loop (when applicable), and also before the forward simulation loop.
+ Only called on Updates where re-simulation or forward ticks are processed.
-
+ True if this is being called during the re-simulation loop. False if during the forward simulation loop.
+ How many re-simulation or forward ticks are going to be processed.
-
+
- Details regarding a shape intersection.
- It does not carry information about the intersection happening or not.
+ Callback interface for .
+ Called at the very start of the re-simulation loop (on clients with prediction enabled),
+ before state is set to the latest server snapshot.
+ Implement this interface on and classes.
-
+
- Contact point.
+ Called at the very start of the re-simulation loop (on clients with prediction enabled),
+ before state is set to the latest server snapshot.
-
+
- Vector that described the plane of smallest penetration between the shapes.
+ Interface for callback.
+ Called before the copy of the previous state.
-
+
- Penetration along the normal plane.
+ Called before the copy of the previous state.
-
+
- Checks if a sphere in the local space of an AABB intersects with it.
+ Interface for callback.
+ Implement this interface on and classes.
- The extents of the AABB in the positive direction of each axis.
- The center of the sphere in the local space of the AABB.
- The radius of the sphere.
- True if there is intersection. False otherwise.
-
+
- Checks if a sphere in the local space of an AABB intersects with it and outputs contact data (also in local space).
+ Called immediately before the registers hitboxes in a snapshot.
- The extents of the AABB in the positive direction of each axis.
- The center of the sphere in the local space of the AABB.
- The radius of the sphere.
- Contact data in the local space of the AABB. Default if there is no intersection.
- True if there is intersection. False otherwise.
-
+
- Container class to provide the necessary info to draw nodes from the BVH
+ Interface for