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43 lines
2.8 KiB
Markdown
43 lines
2.8 KiB
Markdown
# Attributes Overview
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Networking attributes are added to member functions of NetworkBehaviour scripts, to make them run on either the client or server.
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These attributes can be used for Unity game loop methods like Start or Update, as well as other implemented methods.
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> **NOTE**: when using abstract or virtual methods the Attributes need to be applied to the override methods too.
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- **NetworkSettings**
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This attribute has been deprecated because `channels` were moved to transports (where applicable) and `interval` was moved to an inspector property
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- **Server**
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Only a server can call the method (throws a warning or an error when called on a client).
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- **ServerCallback**
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Same as **Server** but does not throw warning when called on client.
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- **Client**
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Only a Client can call the method (throws a warning or an error when called on the server).
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- **ClientCallback**
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Same as **Client** but does not throw warning when called on server.
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- **ClientRpc**
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The server uses a Remote Procedure Call (RPC) to run that function on clients. See also: [Remote Actions](Communications/RemoteActions.md)
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- **TargetRpc**
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This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server. Unlike the ClientRpc attribute, these functions are invoked on one individual target client, not all of the ready clients. See also: [Remote Actions](Communications/RemoteActions.md)
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- **Command**
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Call this from a client to run this function on the server. Make sure to validate input etc. It's not possible to call this from a server. Use this as a wrapper around another function, if you want to call it from the server too. See also [Remote Actions](Communications/RemoteActions.md)
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The allowed argument types are:
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- Basic type (byte, int, float, string, UInt64, etc)
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- Built-in Unity math type (Vector3, Quaternion, etc),
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- Arrays of basic types
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- Structs containing allowable types
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- NetworkIdentity
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- Game object with a NetworkIdentity component attached.
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- **SyncVar**
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[SyncVars](Sync/SyncVars.md) are used to synchronize a variable from the server to all clients automatically. Don't assign them from a client, it's pointless. Don't let them be null, you will get errors. You can use int, long, float, string, Vector3 etc. (all simple types) and NetworkIdentity and game object if the game object has a NetworkIdentity attached to it. You can use [hooks](Sync/SyncVarHook.md).
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- **SyncEvent (Obsolete)**
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[SyncEvent](Sync/SyncEvent.md) are networked events like ClientRpc's, but instead of calling a function on the game object, they trigger Events instead.
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**IMPORTANT:** removed in version 18.0.0, see this [Issue](https://github.com/vis2k/Mirror/pull/2178) for more information.
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