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Class NetworkVisibility

NetworkBehaviour that calculates if the gameObject should be visible to different players or not

Inheritance
System.Object
Mirage.NetworkBehaviour
Inherited Members
Show

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
public abstract class NetworkVisibility : NetworkBehaviour, INetworkVisibility

Methods

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 abstract bool OnCheckObserver(INetworkPlayer player)
Parameters
TypeNameDescription
Mirage.INetworkPlayerplayerNetwork connection of a player.
Returns
TypeDescription
System.BooleanTrue 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.

NOTE: override this function if you want to optimize this loop in your visibility, for example if you need to call GetComponent on this object you can call it once at the start of the loop

Declaration
public virtual void OnRebuildObservers(HashSet<INetworkPlayer> observers, bool initialize)
Parameters
TypeNameDescription
System.Collections.Generic.HashSet<Mirage.INetworkPlayer>observersThe new set of observers for this object.
System.BooleaninitializeTrue if the set of observers is being built for the first time.