* 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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Attributes Overview
Networking attributes are added to member functions of NetworkBehaviour scripts, to make them run on either the client or server.
These attributes can be used for Unity game loop methods like Start or Update, as well as other implemented methods.
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NetworkSettings
This attribute has been deprecated becausechannels
were moved to transports (where applicable) andinterval
was moved to an inspector property -
Server
means don't allow a client to call that method (throws a warning or an error when called on a client). -
ServerCallback
A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers. -
Client
means don't allow a server to call that method (throws a warning or an error when called on the server). -
ClientCallback
A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients, but not generate warnings. -
ClientRpc
The server uses a Remote Procedure Call (RPC) to run that function on clients. See also: Remote Actions -
TargetRpc
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 -
Command
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
The allowed argument types are:-
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
SyncVars 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. -
SyncEvent
SyncEvent are networked events like ClientRpc's, but instead of calling a function on the game object, they trigger Events instead.