Netick.Unity 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. Use this to enable/disable Physics Prediction in the client at runtime. Returns true if this is the server. Returns true if this is a client. Returns true if this is a host. Configuration data for Netick. Use this to associate an object with this sandbox. The associated with this . Always use this to perform physics queries inside the sandbox instead of . The associated with this . Always use this to perform physics queries inside the sandbox instead of . The associated with this . Returns true if this has been started. [Client Only] The of the server you are connected to. Returns null if you are not connected to any server, or if you are the server. [Client Only] Returns true if this client is currently connected to a server. The underlying transport used for low-level networking. 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. A dictionary containing all simulated/registered network objects [] currently. This player. Time period between network simulation steps. 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 . Last received tick on the client. On the server, it returns the same value as Last predicted tick. On the client, it always returns the predicted tick of the client, regardless of whether it's a resimulation or not. On the server, it returns the same value as Sandbox.Tick 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. Incoming data in kilobytes per second (KBps). Outgoing data in kilobytes per second (KBps). [Client Only] Estimation of incoming packets that are being lost. Value ranges between 0.0 and 1.0, with 1.0 meaning all packets are being lost. [Client Only] Estimation of outgoing packets that are being lost. Value ranges between 0.0 and 1.0, with 1.0 meaning all packets are being lost. [Client Only] Interpolation delay in seconds. [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. Called after all NetworkFixedUpdate methods have been executed. Note: it's called with every resimulation on the client. Called before any NetworkFixedUpdate method have been executed. Note: it's called with every resimulation on the client. Gets the with the specified id. Returns null in case no object with that id exists. The id of the Tries to get the with the specified id. The id of the Tries to get the of a with the specified id. The id of the network object Converts to time in seconds. Converts to time in seconds. Attachs a to the simulation. Deattachs a from the simulation. [Client Only] Connects to a remote server. Note: if you are already connected to a server, and you want to connect to a different one, you have to disconnect before calling this. Otherwise this method does nothing. Note: connectionData array length should not be more than 300 if you are using Netick Transport. IP address of the server. Port of the server. RawValue sent with the connection request. Could be used to decide whether or not to allow the connection. [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. Name of the match. 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. SceneBuildIndex of the desired scene. [Server Only] Loads a scene asynchronously. [Server Only] Unloads a scene asynchronously. 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 Instantiates a prefab. This must be called instead of or its variations. 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. Position of the instantiated object. Rotation of the instantiated object. [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. The prefab to be instantiated. Position of the instantiated object. Rotation of the instantiated object. Input source of the instantiated object. [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. 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 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. 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 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 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 . The interest group of this object. This can only be changed if BroadPhaseFilter is set to Custom. 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 true if this has been added to the simulation by Netick, and thus has a valid id. Returns the networked state size of this object in bytes. Sets the state of this object. Ignores [OnChanged] callbacks when setting the data. [Owner/InputSource Only] Changes the parent of this object. The object which will become the parent of this 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. Config class for 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. 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 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 networked state size of this behavior in bytes. Sets the state of this behavior. Ignores [OnChanged] callbacks when setting the data. 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 on the server when the input source of this Object has disconnected. Called on the client when the server confirms that this object has been successfully spawn-predicted and therefore has a valid SceneLoadId. This component is used to replicate Unity's Animator parameters and states. Manages Netick and its sandboxes, and is used to start and shut down Netick. Initializes Netick. This is automatically called when you start Netick. If you don't provide a , Netick will use the default config, which can be modified/found in (Netick -> Settings). Shuts down Netick and destroys all sandboxes. The shutdown will occur in the next frame. For immediate shutdown, use: Shuts down Netick and destroys all sandboxes immediately. Shuts down a specific sandbox. The sandbox to shut down. Focus on a specific sandbox. The sandbox to focus on. Starts both a client (or clients) and a server. Network port. Number of client sandboxes to create. Starts multiple peers together. Network port. Number of clients to create. Should we start a server too. Starts Netick as a client. The sandbox representing the client Starts Netick in single player mode. The sandbox representing the server Starts Netick as a host. Network port. The sandbox representing the server Starts Netick as a server. Network port. The sandbox representing the server Called on the server when a client tries to connect. Use to decide whether or not to allow this client to connect. Called on the client when the connection to the server was refused, or simply failed. Called to read inputs. Called when Netick has been started. Called when Netick has been shut down. Called when a sandbox visibility changes. Use Sandbox.IsVisible to find if the sandbox is visible or not. Called on both the client and the server when a scene load/unload operation was started. Called on both the client and the server when a scene load/unload operation finished. 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. Called on the client when connection to the server ended, or when a network error caused the disconnection. Called on the server when a specific client has connected. Called on the server when a specific client has disconnected. Called on the server when a specific player has connected. Called on the server when a specific player has disconnected. Called when a network object has been created/initialized. Called when a network object has been destroyed/recycled.