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* Moved doc files to docfx folder * load csproj * doc generation * Run docfx * Add docfx * Deploy docs to mirror-networking.com * use deploy phase * deploy whole generated site * Fixed the semantic release command * Is last \ required? * show debug log * using lftp for site deploy * Testing lftp * Show current folder * try -e command option * Show me the files * use plain ftp * use choco install instead of cinst * fix ssl certificate validation * fix username * Upload site to xmldocs folder * no need to archive docs * No need for debug output * Fix file permissions * show me .htaccess * Show me contents * Wipe out folder to fix permissions * Set file permissions * Fix file permissions * complete toc list * Migrated intro page * Remove old docs * Update link to docs * Add link to github * Only update docs for stuff in master * This is a powershell command * Update doc/articles/Concepts/Communications/RemoteActions.md * Update doc/articles/Concepts/VisibilityCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Classes/SyncVars.md * No need to run semver twice
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Client Events Overview
General description of Client Events
- OnClientConnect
Called on the client when it connects. Mirror calls this on the client when it connects to the Server. Use an override to tell the NetworkManager what to do when the client connects to a server. - OnStartLocalPlayer
Called when the local player object has been set up. This happens after OnStartClient(), as it is triggered by an ownership message from the server. This is an appropriate place to activate components or functionality that should only be active for the local player, such as cameras and input. - OnClientDisconnect
Called on clients when disconnected from a server. This is called on the client when it disconnects from the server. Override this function to decide what happens when the client disconnects. - OnClientNotReady
Called on clients when a servers tells the client it is no longer ready. This is commonly used when switching Scenes. - OnClientChangeScene
Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed.
This allows client to do work / cleanup / prep before the scene changes. - OnClientSceneChanged
Called on clients when a Scene has completed loading, when the Scene load was initiated by the server. Scene changes can cause player objects to be destroyed. The default implementation of OnClientSceneChanged in the NetworkManager is to add a player object for the connection if no player object exists. - OnClientError
Called on clients when a network error occurs.