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Fill Application events (with small changes from Unity's HLAPI documentation)
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General description of Application Events
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General description of Application Events
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- **OnStartHost**
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- **OnStartHost**
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Something about this
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This event is invoked when a host is started.
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- **OnStartServer**
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- **OnStartServer**
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Something about this
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This is invoked for NetworkBehaviour objects when they become active on the server.
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This could be triggered by NetworkServer.Listen() for objects in the Scene, or by NetworkServer.Spawn() for objects that are dynamically created.
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This will be called for objects on a "host" as well as for object on a dedicated server.
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- **OnStartClient**
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- **OnStartClient**
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Something about this
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Called on every NetworkBehaviour when it is activated on a client.
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Objects on the host have this function called, as there is a local client on the host. The values of SyncVars on object are guaranteed to be initialized correctly with the latest state from the server when this function is called on the client.
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- **OnStopServer**
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- **OnStopServer**
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Something about this
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This event is called when a server is stopped - including when a host is stopped.
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- **OnStopClient**
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- **OnStopClient**
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Something about this
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This event is called when a client is stopped.
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- **OnStopHost**
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- **OnStopHost**
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Something about this
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This hook is called when a host is stopped.
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- **OnApplicationQuit**
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- **OnApplicationQuit**
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Something about this
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Sent to all game objects before the application quits.
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In the editor this is called when the user stops playmode.
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