diff --git a/Netick/Runtime/Netick.Pro.xml b/Netick/Runtime/Netick.Pro.xml
new file mode 100644
index 0000000..8819e22
--- /dev/null
+++ b/Netick/Runtime/Netick.Pro.xml
@@ -0,0 +1,34 @@
+
+
+
+ Netick.Pro
+
+
+
+
+ Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
+ against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
+
+ The starting point of the ray in world coordinates.
+ The direction of the ray.
+
+ The input source to compensate for.
+ The max distance the ray should check for collisions.
+ A that is used to selectively ignore Colliders when casting a ray.
+ Choose whether you want to include normal unity colliders, or only Netick HitShapes.
+ Returns true if the ray intersects with a Collider/HitShape, otherwise false.
+
+
+
+ Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.
+
+ Center of the sphere.
+ Radius of the sphere.
+
+ The input source to compensate for.
+ A defines which layers of colliders to include in the query.
+ Choose whether you want to include normal unity colliders, or only Netick HitShapes.
+ Choose whether you want to include only one HitShape per HitShapeContainer
+
+
+
diff --git a/Netick/Runtime/Netick.Unity.Pro.xml b/Netick/Runtime/Netick.Unity.Pro.xml
new file mode 100644
index 0000000..33e3040
--- /dev/null
+++ b/Netick/Runtime/Netick.Unity.Pro.xml
@@ -0,0 +1,60 @@
+
+
+
+ Netick.Unity.Pro
+
+
+
+
+ Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
+ against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
+
+ The starting point of the ray in world coordinates.
+ The direction of the ray.
+
+ The input source to compensate for.
+ The max distance the ray should check for collisions.
+ A that is used to selectively ignore Colliders when casting a ray.
+ Choose whether you want to include normal unity colliders, or only Netick HitShapes.
+ Returns true if the ray intersects with a Collider/HitShape, otherwise false.
+
+
+
+ Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
+ against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
+
+ The starting point of the ray in world coordinates.
+ The direction of the ray.
+
+ The input source to compensate for.
+ The max distance the ray should check for collisions.
+ A that is used to selectively ignore Colliders when casting a ray.
+ Choose whether you want to include normal unity colliders, or only Netick HitShapes.
+ Returns true if the ray intersects with a Collider/HitShape, otherwise false.
+
+
+
+ Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.
+
+ Center of the sphere.
+ Radius of the sphere.
+
+ The input source to compensate for.
+ A defines which layers of colliders to include in the query.
+ Choose whether you want to include normal unity colliders, or only Netick HitShapes.
+ Choose whether you want to include only one HitShape per HitShapeContainer
+
+
+
+ Performs a lag compensated OverlapCircle which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the circle.
+
+ Center of the sphere.
+ Radius of the sphere.
+
+ The input source to compensate for.
+ A defines which layers of colliders to include in the query.
+ Choose whether you want to include normal unity colliders, or only Netick HitShapes.
+ Choose whether you want to include only one HitShape per HitShapeContainer
+
+
+
diff --git a/Netick/Runtime/Netick.Unity.xml b/Netick/Runtime/Netick.Unity.xml
index 07ffb65..9842c43 100644
--- a/Netick/Runtime/Netick.Unity.xml
+++ b/Netick/Runtime/Netick.Unity.xml
@@ -24,7 +24,7 @@
Note: this must be called only for non-networked prefabs. If you want to instantiate a network prefab, use instead.
The prefab to be instantiated.
- GridIndex of the instantiated object.
+ Position of the instantiated object.
Rotation of the instantiated object.
@@ -36,7 +36,7 @@
Note: the specified input source will be given to every child of this prefab.
The prefab to be instantiated.
- GridIndex of the instantiated object.
+ Position of the instantiated object.
Rotation of the instantiated object.
Input source of the instantiated object.
@@ -280,6 +280,12 @@
Requests an update to the match list. Only functional if the low-level transport has support for matchmaking.
+
+
+ [Server Only] Switches to a different scene. This must be called instead of or its variations.
+
+ SceneBuildIndex of the desired scene.
+
[Server Only] Switches to a different scene. This must be called instead of or its variations.
@@ -310,11 +316,6 @@
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 tick which this object was spawned at.
-
-
The parent of this object.
@@ -409,8 +410,8 @@
- Called every fixed-time network update/tick. Any changes/updates to the network state must happen here.
- On the client, if you are the Input Source or if this Object.PredictionMode is set to None, it will be called several times in one update/tick during resimulations. To check for resimulations, use [].
+ 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 [].
@@ -495,6 +496,9 @@
Manages Netick and its clients, and is used to start and shut down Netick.
+
+ e
+
Initializes Netick. This is automatically called when you start Netick.
@@ -537,7 +541,7 @@
Starts multiple peers together.
Network port.
- Number of client clients to create.
+ Number of clients to create.
Should we start a server too.
diff --git a/Netick/Runtime/Netick.xml b/Netick/Runtime/Netick.xml
index fd345ef..836d05f 100644
--- a/Netick/Runtime/Netick.xml
+++ b/Netick/Runtime/Netick.xml
@@ -431,6 +431,9 @@
-------------------------------- -------------------------------- -------------------------------- --------------------------------
+
+ -------------------------------- -------------------------------- -------------------------------- --------------------------------
+
A snapshot of the previous state of a NetworkStack collection. Note this must not be used outside the the scope of an OnChanged call.