diff --git a/Netick/Editor/Netick.CodeGen.dll b/Netick/Editor/Netick.CodeGen.dll index 37f67c9..2e2522d 100644 Binary files a/Netick/Editor/Netick.CodeGen.dll and b/Netick/Editor/Netick.CodeGen.dll differ diff --git a/Netick/Editor/Netick.Unity.Editor.dll b/Netick/Editor/Netick.Unity.Editor.dll index b521a7c..5236aea 100644 Binary files a/Netick/Editor/Netick.Unity.Editor.dll and b/Netick/Editor/Netick.Unity.Editor.dll differ diff --git a/Netick/Editor/Netick.Unity.Pro.Editor.dll b/Netick/Editor/Netick.Unity.Pro.Editor.dll index 023f277..6aa1203 100644 Binary files a/Netick/Editor/Netick.Unity.Pro.Editor.dll and b/Netick/Editor/Netick.Unity.Pro.Editor.dll differ diff --git a/Netick/Editor/Unity.Netick.CodeGen.dll b/Netick/Editor/Unity.Netick.CodeGen.dll index 9a1264a..6d55fc1 100644 Binary files a/Netick/Editor/Unity.Netick.CodeGen.dll and b/Netick/Editor/Unity.Netick.CodeGen.dll differ diff --git a/Netick/Runtime/Netick.Pro.dll b/Netick/Runtime/Netick.Pro.dll index 562d647..f717a0c 100644 Binary files a/Netick/Runtime/Netick.Pro.dll and b/Netick/Runtime/Netick.Pro.dll differ diff --git a/Netick/Runtime/Netick.Unity.Pro.dll b/Netick/Runtime/Netick.Unity.Pro.dll index 4936131..52d1472 100644 Binary files a/Netick/Runtime/Netick.Unity.Pro.dll and b/Netick/Runtime/Netick.Unity.Pro.dll differ diff --git a/Netick/Runtime/Netick.Unity.dll b/Netick/Runtime/Netick.Unity.dll index 730431a..eb7ee28 100644 Binary files a/Netick/Runtime/Netick.Unity.dll and b/Netick/Runtime/Netick.Unity.dll differ diff --git a/Netick/Runtime/Netick.Unity.xml b/Netick/Runtime/Netick.Unity.xml index 61f5b33..e504976 100644 --- a/Netick/Runtime/Netick.Unity.xml +++ b/Netick/Runtime/Netick.Unity.xml @@ -4,16 +4,6 @@ Netick.Unity - - - A networked array. - - - - - AddEntity this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes. - - Called on the server when a client tries to connect. Use to decide whether or not to allow this client to connect. @@ -64,18 +54,6 @@ - - - Called on both the client and the server when the scene has been loaded. - - - - - - Called on both the client and the server before beginning to load the new scene. - - - Called on the client when connection to the server has been initiated. @@ -100,6 +78,16 @@ Called on when a specific player has left the game. This is synced to all clients, including late-joiners.. + + + Called when a network object has been created/initialized. + + + + + Called when a network object has been destroyed/recycled. + + Called on the server when a specific client has connected. @@ -128,429 +116,44 @@ - + - Called when a network object has been created/initialized. + Called on both the client and the server when the scene has been loaded. - + - + - Called when a network object has been destroyed/recycled. + Called on both the client and the server before beginning to load the new scene. - - - - - Any GameObject which needs to be synced/replicated must have a Network Object component. It’s the component that tells Netick a GameObject is networked. Although not every child GameObject needs it, only the root has to have a Network Object. - - - - - Returns true if this has been added to the simulation by Netick, and thus has a valid id. - - - - - The parent of this object. - - - - - Returns true if this is a client. - - - - - Returns true if this is the server. - - - - - Returns true if this is the owner of this Object. In this version of Netick: Server=Owner. - - - - - Returns true if this is providing inputs for this . - - - - - Returns true if we neither provide inputs nor own this . - - - - - Returns true if we are currently resimulating a previous input of the past. On the server, it always returns false since only the clients resimulate. - - - - - Returns the source (/) of inputs for this . If the source of inputs is remote (from a client) it returns that , while on the - input source itself it returns the local . - - - - - Returns the NetworkPlayerId of the input source of this object. This is synced to every client. - - - - - The interest group of this object. This can only be changed if BroadPhaseFilter is set to Custom. - - - - - Returns the networked state size of this object in bytes. - - - - - Zeros out the networked state memory of this object. Ignores InputSource Relevancy. - - - - - Copies the state of this object into target. - - - - - Copies the state of this object into target. - - - - - Sets the state of this object. Ignores InputSource Relevancy. - - - - - Sets the state of this object. Ignores InputSource Relevancy. - - - - - [Owner/InputSource Only] Changes the parent of this object. - - The object which will become the parent of this object. - - - - Handles prediction error correction smoothing for a float. - - - - - Handles prediction error correction smoothing for a transform. - - - - - Handles prediction error correction smoothing for a Vector3. - - - - - Handles prediction error correction smoothing for a Vector2. - - - - - Handles prediction error correction smoothing for a Quaternion. - - - - - This component is used to replicate the position and rotation of an object. Therefore, it’s the same as the Network Transform, the difference is that Network Rigidbody 2D must be used if you want to have client-side prediction over Box2D objects since it replicates several other properties necessary for correct prediction. - - - - - Represents a network-serializable reference to a of type within the networked simulation. - This struct stores the object and behaviour ids, allowing retrieval of the referenced behaviour from a . - - The type of being referenced. - - - - Represents a network-serializable reference to a within the networked simulation. - This struct stores the object network id, allowing retrieval of the referenced object from a . - - The type of being referenced. - - - - This component is used to replicate the position and rotation of an object. Therefore, it’s the same as the Network Transform, the difference is that Network Rigidbody must be used if you want to have client-side prediction over PhysX objects since it replicates several other properties necessary for correct prediction. - - - - - Executes the physics (PhysX or Box2D) simulation step during the NetworkFixedUpdate callback of Netick. - - - - - The containing this . - - - - - The this behaviour is attached to. - - - - - Called when this behaviour has been added to the simulation. - - - - - Called when this behaviour has been removed from the simulation. - - - - - Called every frame. Executed before NetworkFixedUpdate. - - - - - Called every fixed-time network step. Any changes to the networked state should happen here. - On the client, if you are the Input Source or if this Object.PredictionMode is set to Everyone, it will be called several times in one update/tick during resimulations. To check for resimulations, use []. - - - - - Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate. - - IMPORTANT NOTE: properties (which can be interpolated) marked with [] attribute will return interpolated values when accessed in this method. - - - - Base class for all networked behaviors in Netick. - Inherit from this class to create custom network-synchronized logic. - Provides access to network state, input, and misc utility methods. - - - - - The network id of this . - - - - - The network id of this . - - - - - Returns true if this is a client. - - - - - Returns true if this is the server. - - - - - Returns true if this is the owner of this Object. In this version of Netick: Server=Owner. - - - - - Returns true if this is the host. - - - - - Returns true if this is a client or the host. - - - - - Returns true if this is providing inputs to this Object. - - - - - Returns true if we neither provide inputs nor own this . - - - - - Returns true if we are currently resimulating a previous input of the past. On the server, it always returns false since only the clients resimulate. - - - - - On the client, it returns true only if the client is predicting this object. On the server, it always returns true. - - - - - Returns the source (/) of inputs for this . If the source of inputs is remote (from a client) it returns that , while on the - input source itself it returns the local . - - - - - Returns the NetworkPlayerId of the input source of this object. This is synced to every client. - - - - - Returns the networked state size of this behavior in bytes. - - - - - Copies the state of this behavior into target. - - - - - Copies the state of this behavior into target. - - - - - Sets the state of this behavior. Ignores InputSource Relevancy. - - - - - - Sets the state of this behavior. Ignores InputSource Relevancy. - - - - - Zeros out the networked state memory of this behavior. Ignores InputSource Relevancy. - - - - - Fetches a network input for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source). - - - - - Fetches a network input for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source). - - - - - Called in the client when the client becomes interested in this object. - - - - - Called in the client when the client becomes uninterested in this object. - - - - - Called in the server (or the client if it is the input source) when the input source of this Object has changed. - - - - - Called on the server when the input source of this Object has disconnected. - - - - - This component is used to replicate Unity's Animator parameters and states. - - - - - This component is used to replicate the position and rotation of an object. - - - - - Instantly moves the object. By calling this method, the object won't be interpolated for one tick. - - - - - - Instantly moves the object. By calling this method, the object won't be interpolated for one tick. - - - - - - Instantly moves the object. By calling this method, the object won't be interpolated for one tick. - - + NetworkSandbox represents a networked game instance in Netick. It encapsulates the entire simulation state for that instance. - + - Initializes the pool for the specified prefab. After this method has been called for a certain prefab, all instances of that prefab will be recycled and reset when created/destroyed. - Note: this method should only be called on , in other words, just after Netick has been started. - - Prefab to enable pooling for. - How many instances to be preloaded. - Pass true to hide inactive pool members. - - - - Gets a Network Prefab by name. - Note: this causes GC. - - - The Network Prefab - - - - [Server Only] Instantiates a network prefab. - This must only be called on the server, since only the server can instantiate network prefabs. - Note: make sure the prefab has been registered. - Note: the specified input source will be given to every child of this prefab. + Returns true if input is enabled on this sandbox. Use this to enable/disable input at runtime. - + - [Server Only] Instantiates a network prefab. - This must only be called on the server, since only the server can instantiate network prefabs. - Note: make sure the prefab has been registered. - Note: the specified input source will be given to every child of this prefab. + Returns true if this sandbox is visible. Use this to enable/disable visibility at runtime. - + - [Server Only] Instantiates a network prefab. - This must only be called on the server, since only the server can instantiate network prefabs. - Note: make sure the prefab has been registered. - Note: the specified input source will be given to every child of this prefab. + Attaches a to the simulation. + - + - [Server Only] Instantiates a network prefab. - This must only be called on the server, since only the server can instantiate network prefabs. - Note: make sure the prefab has been registered. - Note: the specified input source will be given to every child of this prefab. + Detaches a from the simulation. - - - - [Server Only] Destroys a network object. - Note: never call this on a child of the original prefab, only the root of the prefab. - - The object to destroy. - + @@ -670,6 +273,27 @@ The id of the network object + + + Gets all network behaviours (or Netick behaviours) in the simulation that have the type of . + + + + + Gets all network behaviours (or Netick behaviours) in the simulation that have the type of . + + + + + Gets a specific input for the next tick. + + + + + Sets a specific input for the next tick. + + + Converts ticks to time in seconds. @@ -690,17 +314,85 @@ - + + ****************************************************** Deprecated ****************************************************** - Attaches a to the simulation. + A list containing all connected clients currently. + Note: if you want the clients + the server, use . - - + - Detaches a from the simulation. + A list containing all connected clients currently, in addition to the server (when started as a host). + Note: if you only want the clients, use . - + + + + Always always returns null except when called inside the body of an RPC method, it returns the we are executing RPCs from. + + + + + Always always returns null except when called inside the body of an RPC method, it returns the we are executing RPCs from. Works the same as , except when the RPC is called by the local player, it returns . + + + + + Initializes the pool for the specified prefab. After this method has been called for a certain prefab, all instances of that prefab will be recycled and reset when created/destroyed. + Note: this method should only be called on , in other words, just after Netick has been started. + + Prefab to enable pooling for. + How many instances to be preloaded. + Pass true to hide inactive pool members. + + + + Gets a Network Prefab by name. + Note: this causes GC. + + + The Network Prefab + + + + [Server Only] Instantiates a network prefab. + This must only be called on the server, since only the server can instantiate network prefabs. + Note: make sure the prefab has been registered. + Note: the specified input source will be given to every child of this prefab. + + + + + [Server Only] Instantiates a network prefab. + This must only be called on the server, since only the server can instantiate network prefabs. + Note: make sure the prefab has been registered. + Note: the specified input source will be given to every child of this prefab. + + + + + [Server Only] Instantiates a network prefab. + This must only be called on the server, since only the server can instantiate network prefabs. + Note: make sure the prefab has been registered. + Note: the specified input source will be given to every child of this prefab. + + + + + [Server Only] Instantiates a network prefab. + This must only be called on the server, since only the server can instantiate network prefabs. + Note: make sure the prefab has been registered. + Note: the specified input source will be given to every child of this prefab. + + + + + [Server Only] Destroys a network object. + Note: never call this on a child of the original prefab, only the root of the prefab. + + The object to destroy. + @@ -808,18 +500,6 @@ A list containing the ids of all connected players currently. This list is networked and synced to all clients. - - - A list containing all connected clients currently. - Note: if you want the clients + the server, use . - - - - - A list containing all connected clients currently, in addition to the server (when started as a host). - Note: if you only want the clients, use . - - The server the client is connected to. @@ -830,21 +510,57 @@ A dictionary containing all simulated/registered network objects [] currently. + + + Use this to manages interest groups and area of interest (AoI) layers. + + The local player of this sandbox instance. + + + The Local (predicted) Interpolation instance used for interpolating local/predicted objects. Includes useful interpolation data, such as the current interpolation alpha, the ticks being interpolated, and the local interpolation time (in seconds). + + + + + The Remote Interpolation instance used for interpolating remote objects on the client. Includes useful interpolation data, such as the current interpolation alpha, the ticks being interpolated, the remote interpolation time (in seconds), and the remote interpolation delay (in seconds). + Note: this is only valid in the client. + + + + + The simulation clock used for managing time in the network simulation. + + Time period between network simulation steps. Same as + + + Time period between frames. Same as + + + + + Scaled time period between network simulation steps. This is the same as , but multiplied by . + + + + + Current (local/predicted) network time in seconds. Same as . + + Current simulation tick. On the server, it's always going forward/increasing. - On the client, during resimulations it returns the current resimulated tick. To check for resimulations, use . + On the client, during resimulations it returns the current re-simulated tick. To check for resimulations, use . @@ -861,17 +577,27 @@ - Returns true if we are currently resimulating a previous input/tick of the past. On the server, it always returns false since only the clients resimulate. + Returns true if we are currently re-simulating a previous input/tick of the past. On the server, it always returns false since only the clients resimulate. + + + + + [Client Only] The number of re-simulations that have been performed in this tick. This is only valid on the client (and during the re-simulation stage), and it returns 0 on the server. + + + + + [Client Only] Returns the current re-simulation step we are currently performing, if we are in the re-simulation stage. This is only valid on the client, and it returns 0 on the server. - Returns true if this NetworkFixedUpdate call is the first one executed in this frame. This excludes resimulations, and it only refers to new/forward ticks. + Returns true if this NetworkFixedUpdate call is the first one executed in this frame. This excludes re-simulations, and it only refers to new/forward ticks. - Returns true if this NetworkFixedUpdate call is the last one executed in this frame. This excludes resimulations, and it only refers to new/forward ticks. + Returns true if this NetworkFixedUpdate call is the last one executed in this frame. This excludes re-simulations, and it only refers to new/forward ticks. @@ -896,7 +622,7 @@ - [Client Only] Interpolation delay in seconds. + [Client Only] Remote Interpolation delay in seconds. @@ -904,14 +630,9 @@ [Client Only] The round-trip time (RTT) of the client in seconds. - + - Always always returns null except when called inside the body of an RPC method, it returns the we are executing RPCs from. - - - - - Always always returns null except when called inside the body of an RPC method, it returns the we are executing RPCs from. Works the same as , except when the RPC is called by the local player, it returns . + Used to track network metrics and statistics. @@ -951,17 +672,6 @@ Use this to subscribe/unsubscribe to/from Netick events. - - - Gets a specific input for the next tick. - - - - - Sets a specific input for the next tick. - - - [Client Only] Connects to a remote server. @@ -972,17 +682,17 @@ Port of the server. RawValue sent with the connection request. Could be used to decide whether or not to allow the connection. + + + [Client Only] Disconnects this client from the server. + + [Server Only] Disconnects a client from the server. The client to be disconnected. - - - [Client Only] Disconnects this client from the server. - - [Server Only] Creates a match. Only functional if the low-level transport has support for matchmaking. @@ -1010,18 +720,149 @@ [Server Only] Loads a scene asynchronously. This should only be called for scenes included in the build of the game. - [Server Only] Unloads a scene asynchronously. + + + This component is used to replicate the position and rotation of an object. Therefore, it’s the same as the Network Transform, the difference is that Network Rigidbody 2D must be used if you want to have client-side prediction over Box2D objects since it replicates several other properties necessary for correct prediction. + + + + + A networked array. + + + + + This component is used to replicate the position and rotation of an object. Therefore, it’s the same as the Network Transform, the difference is that Network Rigidbody must be used if you want to have client-side prediction over PhysX objects since it replicates several other properties necessary for correct prediction. + + + + + Executes the physics (PhysX or Box2D) simulation step during the NetworkFixedUpdate callback of Netick. + + + + + This component is used to replicate Unity's Animator parameters and states. + + + + + Handles prediction error correction smoothing for a float. + + + + + Handles prediction error correction smoothing for a transform. + + + + + Handles prediction error correction smoothing for a Vector3. + + + + + Handles prediction error correction smoothing for a Vector2. + + + + + Handles prediction error correction smoothing for a Quaternion. + + + + + Represents a network-serializable reference to a of type within the networked simulation. + This struct stores the object and behaviour ids, allowing retrieval of the referenced behaviour from a . + + The type of being referenced. + + + + Represents a network-serializable reference to a within the networked simulation. + This struct stores the object network id, allowing retrieval of the referenced object from a . + + The type of being referenced. + + + + This component is used to replicate the position and rotation of an object. + + + + + Instantly moves the object. By calling this method, the object won't be interpolated for one tick. + + + + + + Instantly moves the object. By calling this method, the object won't be interpolated for one tick. + + + + + + Instantly moves the object. By calling this method, the object won't be interpolated for one tick. + + + + + + Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes. + + + + + Defines the start modes for Netick, which determine how the network is initialized. + + Manages Netick and its sandboxes, and is used to start and shut down Netick. + + + The version of Netick. + + + + + The start mode of Netick. + + + + + Returns true if Netick is running, false otherwise. + + + + + Returns the list of all sandboxes currently running in Netick. + + + + + Returns the singleton instance of the Network class, which manages Netick. + + + + + Returns the configuration (of the first sandbox) used by Netick. + + + + + Returns true if Netick is running in headless mode (batch mode), false otherwise. + + Initializes Netick. This is automatically called when you start Netick. @@ -1099,10 +940,360 @@ Network port. The sandbox representing the server + + + The containing this . + + + + + The this behaviour is attached to. + + + + + Called when this behaviour has been added to the simulation. + + + + + Called when this behaviour has been removed from the simulation. + + + + + Called every frame. Executed before NetworkFixedUpdate. + + + + + Called every fixed-time network step. Any changes to the networked state should happen here. + On the client, if you are the Input Source or if this Object.PredictionMode is set to Everyone, it will be called several times in one update/tick during resimulations. To check for resimulations, use []. + + + + + Called every frame. Executed after NetworkUpdate and NetworkFixedUpdate. + + IMPORTANT NOTE: properties (which can be interpolated) marked with [] attribute will return interpolated values when accessed in this method. + + + + Base class for all networked behaviors in Netick. + Inherit from this class to create custom network-synchronized logic. + Provides access to network state, input, and misc utility methods. + + + + + The network id of this . + + + + + The network id of this . + + + + + Returns true if this is a client. + + + + + Returns true if this is the server. + + + + + Returns true if this is the owner of this Object. In this version of Netick: Server=Owner. + + + + + Returns true if this is the host. + + + + + Returns true if this is a client or the host. + + + + + Returns true if this is providing inputs to this Object. + + + + + Returns true if we neither provide inputs nor own this . + + + + + Returns true if we are currently resimulating a previous input of the past. On the server, it always returns false since only the clients resimulate. + + + + + On the client returns true only if the client is predicting this object. On the server, always returns true. + + + + + On the client, returns true if this client is interested in this object. On the server, always returns true. + + + + + Returns the source (/) of inputs for this . If the source of inputs is remote (from a client) it returns that , while on the + input source itself it returns the local . + + + + + Returns the NetworkPlayerId of the input source of this object. This is synced to every client. + + + + + Returns the networked state size of this behavior in bytes. + + + + + Copies the state of this behavior into target. + + + + + Copies the state of this behavior into target. + + + + + Sets the state of this behavior. Ignores InputSource Relevancy. + + + + + + Sets the state of this behavior. Ignores InputSource Relevancy. + + + + + Zeros out the networked state memory of this behavior. Ignores InputSource Relevancy. + + + + + Fetches a network input for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source). + + + + + Fetches a network input for this tick. Returns false if no input source is currently providing inputs to this Object, or when input loss occurs (in case of a remote input source). + + + + + Called in the client when the client becomes interested in this object. + + + + + Called in the client when the client becomes uninterested in this object. + + + + + Called in the server (or the client if it is the input source) when the input source of this Object has changed. + + + + + Called on the server when the input source of this Object has disconnected. + + Config class for Netick. + + + Any GameObject which needs to be synced/replicated must have a Network Object component. It’s the component that tells Netick a GameObject is networked. Although not every child GameObject needs it, only the root has to have a Network Object. + + + + + The this belongs to. + + + + + The this belongs to. + + + + + The this represents in the Netick simulation. + + + + + Returns a network-serializable reference to this . This is used to get a networkable identifier for this object, which can be used for RPCs or network properties. + + + + + + Returns the unique identifier of this in the Netick simulation. This id is assigned by the Netick when the object is added to the simulation and is used to identify the object across the network. + + + + + Returns the tick at which this was spawned locally. This is a local value, and is not synced. + + + + + Returns true if this has been added to the simulation by Netick, and thus has a valid id. + + + + + [Server Only] Returns true if has been called on this object in the server, and the object is scheduled to be removed from the simulation (destroyed) at the end of the current tick. + + + + + Returns the components attached to this . + + + + + Returns the components attached to this . + + + + + The parent of this object. + + + + + Returns true if this is a scene object (not a prefab instance). Scene objects are objects that are part of the scene and not instantiated from a prefab. + + + + + Returns true if this is a prefab object (not a scene object). Prefab objects are objects that are instantiated from a prefab and not part of the scene. + + + + + Returns the prefab id of this . This is used to identify the prefab from which this object was instantiated. If this object is a scene object, it returns -1. + + + + + Returns the scene id of this . This value is only unique per-scene, and not per the entire game. + + + + + Returns the runtime scene id of this . This value is only unique per-scene, and not per the entire game. + + + + + Returns true if this is a client. + + + + + Returns true if this is the server. + + + + + Returns true if this is the owner of this Object. In this version of Netick: Server=Owner. + + + + + Returns true if this is providing inputs for this . + + + + + Returns true if we neither provide inputs nor own this . + + + + + Returns true if we are currently resimulating a previous input of the past. On the server, it always returns false since only the clients resimulate. + + + + + Returns the source (/) of inputs for this . If the source of inputs is remote (from a client) it returns that , while on the + input source itself it returns the local . + Use for the synced-to-everyone player id of the Input Source - because is only valid in the client for objects the client itself is the input source of, and it's null for everything else. + + + + + Returns the NetworkPlayerId of the input source of this object. This is synced to every client. + + + + + [Client Only] On the client, returns true if this client is interested in this object. On the server, always returns true. + + + + + The interest group of this object. This can only be changed if BroadPhaseFilter is set to Custom. + + + + + Returns the networked state size of this object in bytes. + + + + + Zeros out the networked state memory of this object. Ignores InputSource Relevancy. + + + + + Copies the state of this object into target. + + + + + Copies the state of this object into target. + + + + + Sets the state of this object. Ignores InputSource Relevancy. + + + + + Sets the state of this object. Ignores InputSource Relevancy. + + + + + [Owner/InputSource Only] Changes the parent of this object. + + The object which will become the parent of this object. + diff --git a/Netick/Runtime/Netick.dll b/Netick/Runtime/Netick.dll index 48fcc36..c5b722c 100644 Binary files a/Netick/Runtime/Netick.dll and b/Netick/Runtime/Netick.dll differ diff --git a/Netick/Runtime/Netick.xml b/Netick/Runtime/Netick.xml index 72631ef..b588225 100644 --- a/Netick/Runtime/Netick.xml +++ b/Netick/Runtime/Netick.xml @@ -128,6 +128,11 @@ The item to add. + + + Configuration data for Netick. + + Interpolation time in seconds. @@ -428,6 +433,11 @@ Removes all item from the set. + + + Represents an networked entity (object) in the simulation. + + A snapshot of the state of a collection. Note this must not be used outside the scope of an OnChanged call or a NetworkRender call. @@ -701,7 +711,7 @@ Detaches a from the simulation. - + Updates Netick logic. @@ -733,6 +743,16 @@ Represents a network tick. + + + This interface is used to internal Netick systems. + + + + + This interface is used to integrate Netick with a game engine. + + Implements this to inform Netick about the size (in 32 bit words) of your connection meta data. @@ -831,6 +851,11 @@ A script which can have networked properties and rpcs. + + + This interface is used to integrate Netick with a game engine entity. + + Used to initialize the user entity and assign Engine and Entity. @@ -887,6 +912,11 @@ The source of this RPC call (the player that originally called it). + + + Represents an RPC. Used internally only. + + Internal method. Never call this. @@ -902,7 +932,7 @@ Internal method. Never call this. - + Internal method. Never call this. diff --git a/package.json b/package.json index c9e1c01..b0a8b81 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "com.karrar.netick", - "version": "0.14.29", + "version": "0.14.30", "displayName": "Netick", "description": "A networking solution for Unity", "unity": "2021.3",