Class NetworkSceneChecker
Component that controls visibility of networked objects between scenes. Any object with this component on it will only be visible to other objects in the same scene This would be used when the server has multiple additive subscenes loaded to isolate players to their respective subscenes
Inherited Members
Show
Mirage.NetworkVisibility.OnVisibilityChanged
Mirage.NetworkBehaviour._nextSyncTime
Mirage.NetworkBehaviour.SyncSettings
Mirage.NetworkBehaviour.IsServer
Mirage.NetworkBehaviour.IsClient
Mirage.NetworkBehaviour.IsLocalClient
Mirage.NetworkBehaviour.IsHost
Mirage.NetworkBehaviour.IsLocalPlayer
Mirage.NetworkBehaviour.IsServerOnly
Mirage.NetworkBehaviour.IsClientOnly
Mirage.NetworkBehaviour.HasAuthority
Mirage.NetworkBehaviour.NetId
Mirage.NetworkBehaviour.Server
Mirage.NetworkBehaviour.ServerObjectManager
Mirage.NetworkBehaviour.Client
Mirage.NetworkBehaviour.ClientObjectManager
Mirage.NetworkBehaviour.Owner
Mirage.NetworkBehaviour.World
Mirage.NetworkBehaviour.NetworkTime
Mirage.NetworkBehaviour.BehaviourId
Mirage.NetworkBehaviour.SyncVarDirtyBits
Mirage.NetworkBehaviour.AnySyncObjectDirty
Mirage.NetworkBehaviour.syncObjects
Mirage.NetworkBehaviour.Identity
Mirage.NetworkBehaviour.COMPONENT_INDEX_NOT_FOUND
Mirage.NetworkBehaviour.ComponentIndex
Mirage.NetworkBehaviour.InitSyncObject(Mirage.Collections.ISyncObject)
Mirage.NetworkBehaviour.UpdateSyncObjectShouldSync()
Mirage.NetworkBehaviour.SyncVarEqual<T>(T, T)
Mirage.NetworkBehaviour.ClearDirtyBits()
Mirage.NetworkBehaviour.AnyDirtyBits()
Mirage.NetworkBehaviour.SerializeObjectsAll(Mirage.Serialization.NetworkWriter)
Mirage.NetworkBehaviour.SerializeObjectsDelta(Mirage.Serialization.NetworkWriter)
Mirage.NetworkBehaviour.GetRpcCount()
Mirage.NetworkBehaviour.RegisterRpc(Mirage.RemoteCalls.RemoteCallCollection)
Syntax
[Obsolete("This checker is inefficient, use SimpleSceneChecker instead")]
public class NetworkSceneChecker : NetworkVisibility, INetworkVisibility
Fields
forceHidden
Flag to force this object to be hidden from all observers. If this object is a player object, it will not be hidden for that client.
Declaration
public bool forceHidden
Methods
OnStartServer()
Declaration
public void OnStartServer()
OnCheckObserver(INetworkPlayer)
Callback used by the visibility system to determine if an observer (player) can see this object. If this function returns true, the network connection will be added as an observer.
Declaration
public override bool OnCheckObserver(INetworkPlayer player)
Parameters
Type | Name | Description |
---|---|---|
Mirage.INetworkPlayer | player | Network connection of a player. |
Returns
Type | Description |
---|---|
System.Boolean | True if the player can see this object. |
OnRebuildObservers(HashSet<INetworkPlayer>, Boolean)
Callback used by the visibility system to (re)construct the set of observers that can see this object. Implementations of this callback should add network connections of players that can see this object to the observers set.
Declaration
public override void OnRebuildObservers(HashSet<INetworkPlayer> observers, bool initialize)
Parameters
Type | Name | Description |
---|---|---|
System.Collections.Generic.HashSet<Mirage.INetworkPlayer> | observers | The new set of observers for this object. |
System.Boolean | initialize | True if the set of observers is being built for the first time. |