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Updated NetworkBehaviour doc
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@ -19,8 +19,8 @@ With the server-authoritative system of Mirror, the server must use the `Network
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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).
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- **netId**
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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.
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- **playerControllerId**
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The ID of the player associated with this NetworkBehaviour script. This is only valid if the object is a local player.
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- **netIdentity**
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Returns the NetworkIdentity of this object
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- **connectionToServer**
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The NetworkConnection associated with the Network Identity component attached to this game object. This is only valid for **player objects** on the client.
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- **connectionToClient**
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@ -62,6 +62,7 @@ The built-in callbacks are:
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- **OnDeSerialize** called to apply state to game objects on clients
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- **OnNetworkDestroy** called on clients when the server destroys the game object
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- **OnStartLocalPlayer** called on clients for player game objects on the local client (only)
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- **OnStartAuthority** called on clients for behaviours that have authority, based on context and hasAuthority.
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- **OnRebuildObservers** called on the server when the set of observers for a game objects is rebuilt
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- **OnSetLocalVisibility** called on the client and/or server when the visibility of a game object changes for the local client
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- **OnCheckObserver** called on the server to check visibility state for a new client
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