* 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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Classes Overview
Mirror includes the following classes:
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NetworkServer
Network Server is a High-Level-API class that manages connections from multiple clients. -
NetworkClient
Network Client is a high-level API class that manages a network connection from a client to a server, and can send and receive messages between the client and the server. -
NetworkConnection
Network Connection is a high-level API class that encapsulates a network connection. -
NetworkBehaviour
Network Behaviour scripts work with game objects that have a NetworkIdentity component. These scripts can perform high-level API functions such as Commands, ClientRpc’s, SyncEvents and SyncVars. -
Attributes
Networking attributes are added to member functions of NetworkBehaviour scripts, to make them run on either the client or server. -
SyncVars
SyncVars are variables of scripts that inherit from NetworkBehaviour, which are synchronized from the server to clients. -
SyncEvents
SyncEvents are networked events like ClientRpc’s, but instead of calling a function on the game object, they trigger Events instead. -
SyncLists
SyncLists contain lists of values and synchronize data from servers to clients. -
SyncDictionary
A SyncDictionary is an associative array containing an unordered list of key, value pairs. -
SyncHashSet
An unordered set of values that do not repeat. -
SyncSortedSet
A sorted set of values tha do not repeat.