From b16671007fd0ecab2e8c0221d6e4eb4147035854 Mon Sep 17 00:00:00 2001 From: Chris Langsenkamp Date: Tue, 25 Jun 2019 00:36:50 -0400 Subject: [PATCH] Updated Network Proximity Checker Doc --- docs/Components/NetworkProximityChecker.md | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/docs/Components/NetworkProximityChecker.md b/docs/Components/NetworkProximityChecker.md index a88ecfb2b..ccfbd3cf4 100644 --- a/docs/Components/NetworkProximityChecker.md +++ b/docs/Components/NetworkProximityChecker.md @@ -1,20 +1,25 @@ # NetworkProximityChecker -The Network Proximity Checker component controls the visibility of GameObjects for network clients, based on proximity to players. +The Network Proximity Checker component controls the visibility of game objects for network clients, based on proximity to players. ![The Network Proximity Checker component](NetworkProximityCheck.png) - **Vis Range** - Define the range that the GameObject should be visible in. + Define the range that the game object should be visible to observers. + - **Vis Update Interval** - Define how often (in seconds) the GameObject should check for players entering its visible range. + Define how often (in seconds) the game object should check for observers entering its visible range. + - **Check Method** Define which type of physics (2D or 3D) to use for proximity checking. + - **Force Hidden** Tick this checkbox to hide this object from all players. -With the Network Proximity Checker, a game running on a client doesn’t have information about GameObjects that are not visible. This has two main benefits: it reduces the amount of data sent across the network, and it makes your game more secure against hacking. +With the Network Proximity Checker, a game running on a client doesn’t have information about game objects that are not visible. This has two main benefits: it reduces the amount of data sent across the network, and it makes your game more secure against hacking. -This component relies on physics to calculate visibility, so the GameObject must also have a collider component on it. +This component relies on physics to calculate visibility, so observer game objects must also have a collider component on it. -A GameObject with a Network Proximity Checker component must also have a [Network Identity] component. When you create a Network Proximity Checker component on a GameObject, Mirror also creates a Network Identity component on that GameObject if it does not already have one. +A game object with a Network Proximity Checker component must also have a Network Identity component. When you create a Network Proximity Checker component on a game object, Mirror also creates a Network Identity component on that game object if it does not already have one. + +Scene objects with a Network Proximity Checker component are disabled when they're out of range, and spawned objects are destroyed when they're out of range.