mirror of
https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 01:49:05 -07:00
Added Angle type. This is a helper struct that represents an angle in degrees, which automatically wraps to [0, 360) range. This type supports automatic interpolation.
This commit is contained in:
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@@ -155,12 +155,44 @@
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</summary>
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<param name="behaviour"></param>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.Instantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion)">
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<member name="M:Netick.Unity.NetworkSandbox.LocalInstantiate(UnityEngine.GameObject,UnityEngine.Vector3)">
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<summary>
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Instantiates a prefab. This must be called instead of <see cref="M:UnityEngine.Object.Instantiate(UnityEngine.Object)"/> or its variations.
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Instantiates a prefab. This must be called instead of <see cref="M:UnityEngine.Object.Instantiate(UnityEngine.Object)"/>.
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<para>Note: this must be called only for non-networked prefabs. If you want to instantiate a network prefab, use <see cref="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)"/> instead.</para>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
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<summary>
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<i><b>[Server Only]</b></i> Instantiates a network prefab.
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<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
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<para>Note: make sure the prefab has been registered. </para>
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<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayerId)">
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<summary>
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<i><b>[Server Only]</b></i> Instantiates a network prefab.
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<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
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<para>Note: make sure the prefab has been registered. </para>
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<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
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<summary>
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<i><b>[Server Only]</b></i> Instantiates a network prefab.
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<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
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<para>Note: make sure the prefab has been registered. </para>
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<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayerId)">
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<summary>
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<i><b>[Server Only]</b></i> Instantiates a network prefab.
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<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
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<para>Note: make sure the prefab has been registered. </para>
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<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.GetPlayerObject(Netick.NetworkPlayer)">
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<summary>
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Gets the the associated NetworkObject (player object) with this player.
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@@ -349,36 +381,10 @@
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<member name="M:Netick.Unity.NetworkSandbox.GetPrefab(System.String)">
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<summary>
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Gets a Network Prefab by name.
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<para>Note: this causes GC.</para>
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</summary>
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<param name="name"></param>
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<returns>The Network Prefab</returns>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
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<summary>
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<i><b>[Server Only]</b></i> Instantiates a network prefab.
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<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
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<para>Note: make sure the prefab has been registered. </para>
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<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayerId)">
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<summary>
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<i><b>[Server Only]</b></i> Instantiates a network prefab.
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<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
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<para>Note: make sure the prefab has been registered. </para>
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<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
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<summary>
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<i><b>[Server Only]</b></i> Instantiates a network prefab.
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<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
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<para>Note: make sure the prefab has been registered. </para>
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<para>Note: the specified input source will be given to every <see cref="T:Netick.Unity.NetworkObject"/> child of this prefab.</para>
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</summary>
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</member>
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiate``1(``0,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayerId)">
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<member name="M:Netick.Unity.NetworkSandbox.NetworkInstantiateInternal(UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,Netick.NetworkPlayer)">
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<summary>
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<i><b>[Server Only]</b></i> Instantiates a network prefab.
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<para>This must only be called on the server, since only the server can instantiate network prefabs.</para>
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@@ -512,7 +518,7 @@
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</member>
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<member name="P:Netick.Unity.NetworkSandbox.InterestManagement">
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<summary>
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Use this to manages interest groups and area of interest (AoI) layers.
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Use this to manage interest groups and area of interest (AoI) layers.
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkSandbox.LocalPlayer">
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@@ -813,6 +819,16 @@
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</summary>
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<param name="position"></param>
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</member>
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<member name="T:Netick.Unity.Angle">
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<summary>
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A helper struct that represents an angle in degrees, which automatically wraps to [0, 360) range.
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</summary>
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</member>
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<member name="M:Netick.Unity.Angle.#ctor(System.Single)">
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<summary>
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Construct from raw degrees (auto-wrapped to [0, 360) internally).
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</summary>
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</member>
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<member name="T:Netick.Unity.SingleInstanceEnforcer">
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<summary>
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Add this component to a GameObject to ensure only a single instance of it will exist at the same time, across all sandboxes.
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@@ -980,7 +996,7 @@
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<member name="T:Netick.Unity.NetworkBehaviour">
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<summary>
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Base class for all networked behaviors in Netick.
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Inherit from this class to create custom network-synchronized logic.
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Inherit from this class to create network-synchronized logic.
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Provides access to network state, input, and misc utility methods.
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</summary>
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</member>
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@@ -1048,6 +1064,7 @@
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<summary>
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Returns the source <see cref="T:Netick.NetworkPlayer"/> (<see cref="T:Netick.NetworkPeer"/>/<see cref="T:Netick.ServerConnection"/>) of inputs for this <see cref="T:Netick.Unity.NetworkObject"/>. If the source of inputs is remote (from a client) it returns that <see cref="T:Netick.ServerConnection"/>, while on the
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input source itself it returns the local <see cref="T:Netick.NetworkPlayer"/>.
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<para>Use <see cref="P:Netick.Unity.NetworkBehaviour.InputSourcePlayerId"/> for the synced-to-everyone player id of the Input Source - because <see cref="P:Netick.Unity.NetworkBehaviour.InputSource"/> is only valid in the client for objects the client itself is the input source of, and it's null for everything else.</para>
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</summary>
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</member>
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<member name="P:Netick.Unity.NetworkBehaviour.InputSourcePlayerId">
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@@ -435,7 +435,7 @@
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</member>
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<member name="T:Netick.Entity">
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<summary>
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Represents an networked entity (object) in the simulation.
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Represents an networked entity (object) in Netick.
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</summary>
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</member>
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<member name="T:Netick.NetworkStackSnapshot`1">
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@@ -627,18 +627,6 @@
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The NetickEngine class is the core of Netick, managing networking, simulation, interpolation, replication, etc.
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.ConnectedClients">
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<summary>
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A list containing all connected clients currently.
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<para>Note: if you want the clients + the server, use <see cref="P:Netick.NetickEngine.ConnectedPlayers"/>.</para>
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.ConnectedPlayers">
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<summary>
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<para>A list containing all connected clients currently, in addition to the server.</para>
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<para>Note: if you only want the clients, use <see cref="P:Netick.NetickEngine.ConnectedClients"/>.</para>
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.ServerEndPoint">
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<summary>
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<c><b>[Client Only]</b></c> The <see cref="T:System.Net.IPEndPoint"/> of the server you are connected to. Returns null if you are not connected to any server, or if you are the server.
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@@ -690,6 +678,18 @@
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<c><b>[Client Only]</b></c> The round-trip time (RTT) of the client in seconds.
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.ConnectedClients">
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<summary>
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A list containing all connected clients currently.
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<para>Note: if you want the clients + the server, use <see cref="P:Netick.NetickEngine.ConnectedPlayers"/>.</para>
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</summary>
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</member>
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<member name="P:Netick.NetickEngine.ConnectedPlayers">
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<summary>
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<para>A list containing all connected clients currently, in addition to the server.</para>
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<para>Note: if you only want the clients, use <see cref="P:Netick.NetickEngine.ConnectedClients"/>.</para>
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</summary>
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</member>
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<member name="M:Netick.NetickEngine.DisconnectFromServer">
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<summary>
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<c><b>[Client Only]</b></c> Disconnects this client from the server.
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@@ -789,7 +789,7 @@
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</summary>
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<param name="entity"></param>
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</member>
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<member name="M:Netick.IGameEngine.OnEntityMetaChanged(Netick.NetickEntityMeta,System.Byte*,System.Int32)">
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<member name="M:Netick.IGameEngine.OnEntityMetaChanged1(Netick.NetickEntityMeta,System.Byte*,System.Int32)">
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<summary>
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This method is called on the client when it receives new entity meta data. This must be used to create/setup network entities on the client. It can be called many times not only when the data has changed.
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<para>Note: user entity meta data can be used for custom user data that might be used in creating entities.</para>
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@@ -1,6 +1,6 @@
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{
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"name": "com.karrar.netick",
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"version": "0.14.49",
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"version": "0.14.50",
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"displayName": "Netick",
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"description": "A networking solution for Unity",
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"unity": "2021.3",
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