Updated NetworkBehaviour doc

This commit is contained in:
Chris Langsenkamp 2019-12-22 17:30:14 -05:00
parent 92d19cf6ef
commit 7a138b9926

View File

@ -19,8 +19,8 @@ With the server-authoritative system of Mirror, the server must use the `Network
Returns true if this client has [ownership](Authority.md) over this game object. It is normally false in the server, except if the server is also a client (host mode). Returns true if this client has [ownership](Authority.md) over this game object. It is normally false in the server, except if the server is also a client (host mode).
- **netId** - **netId**
The unique network ID of this game object. The server assigns this at run time. It is unique for all game objects in that network session. The unique network ID of this game object. The server assigns this at run time. It is unique for all game objects in that network session.
- **playerControllerId** - **netIdentity**
The ID of the player associated with this NetworkBehaviour script. This is only valid if the object is a local player. Returns the NetworkIdentity of this object
- **connectionToServer** - **connectionToServer**
The NetworkConnection associated with the Network Identity component attached to this game object. This is only valid for **player objects** on the client. The NetworkConnection associated with the Network Identity component attached to this game object. This is only valid for **player objects** on the client.
- **connectionToClient** - **connectionToClient**
@ -62,6 +62,7 @@ The built-in callbacks are:
- **OnDeSerialize** called to apply state to game objects on clients - **OnDeSerialize** called to apply state to game objects on clients
- **OnNetworkDestroy** called on clients when the server destroys the game object - **OnNetworkDestroy** called on clients when the server destroys the game object
- **OnStartLocalPlayer** called on clients for player game objects on the local client (only) - **OnStartLocalPlayer** called on clients for player game objects on the local client (only)
- **OnStartAuthority** called on clients for behaviours that have authority, based on context and hasAuthority.
- **OnRebuildObservers** called on the server when the set of observers for a game objects is rebuilt - **OnRebuildObservers** called on the server when the set of observers for a game objects is rebuilt
- **OnSetLocalVisibility** called on the client and/or server when the visibility of a game object changes for the local client - **OnSetLocalVisibility** called on the client and/or server when the visibility of a game object changes for the local client
- **OnCheckObserver** called on the server to check visibility state for a new client - **OnCheckObserver** called on the server to check visibility state for a new client