From 80ed43ffa74254e15e9ff7de8da4d68e5f7928eb Mon Sep 17 00:00:00 2001 From: Karrar Date: Sat, 13 Apr 2024 12:30:42 +0300 Subject: [PATCH] Updated XML docs. --- Netick/Runtime/Netick.Pro.xml | 34 ++++++++++++++++ Netick/Runtime/Netick.Unity.Pro.xml | 60 +++++++++++++++++++++++++++++ Netick/Runtime/Netick.Unity.xml | 24 +++++++----- Netick/Runtime/Netick.xml | 3 ++ 4 files changed, 111 insertions(+), 10 deletions(-) create mode 100644 Netick/Runtime/Netick.Pro.xml create mode 100644 Netick/Runtime/Netick.Unity.Pro.xml 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.