Class GameNetworkManager
- Namespace
- GrindFest
- Assembly
- GrindFest.dll
public class GameNetworkManager : NetworkManager
- Inheritance
-
objectObjectComponentBehaviourMonoBehaviourNetworkManagerGameNetworkManager
- Inherited Members
-
NetworkManager.dontDestroyOnLoadNetworkManager.runInBackgroundNetworkManager.headlessStartModeNetworkManager.editorAutoStartNetworkManager.sendRateNetworkManager.offlineSceneNetworkManager.onlineSceneNetworkManager.offlineSceneLoadDelayNetworkManager.transportNetworkManager.networkAddressNetworkManager.maxConnectionsNetworkManager.disconnectInactiveConnectionsNetworkManager.disconnectInactiveTimeoutNetworkManager.authenticatorNetworkManager.playerPrefabNetworkManager.autoCreatePlayerNetworkManager.playerSpawnMethodNetworkManager.spawnPrefabsNetworkManager.startPositionsNetworkManager.startPositionIndexNetworkManager.exceptionsDisconnectNetworkManager.snapshotSettingsNetworkManager.evaluationMethodNetworkManager.evaluationIntervalNetworkManager.timeInterpolationGuiNetworkManager.singletonNetworkManager.numPlayersNetworkManager.isNetworkActiveNetworkManager.clientLoadedSceneNetworkManager.modeNetworkManager.OnValidate()NetworkManager.Reset()NetworkManager.Update()NetworkManager.LateUpdate()NetworkManager.StartServer()NetworkManager.StartClient()NetworkManager.StartHost()NetworkManager.StopHost()NetworkManager.StopServer()NetworkManager.StopClient()NetworkManager.OnApplicationQuit()NetworkManager.ConfigureHeadlessFrameRate()NetworkManager.ResetStatics()NetworkManager.OnDestroy()NetworkManager.networkSceneNameNetworkManager.loadingSceneAsyncNetworkManager.FinishLoadScene()NetworkManager.RegisterStartPosition(Transform)NetworkManager.UnRegisterStartPosition(Transform)NetworkManager.GetStartPosition()NetworkManager.OnServerAddPlayer(NetworkConnectionToClient)NetworkManager.OnClientNotReady()NetworkManager.OnClientSceneChanged()NetworkManager.OnStartHost()NetworkManager.OnStopServer()NetworkManager.OnStopClient()NetworkManager.OnStopHost()
Properties
Methods
- OnClientConnect()
Called on the client when connected to a server. By default it sets client as ready and adds a player.
- OnClientDisconnect()
Called on clients when disconnected from a server.
- OnServerConnect(NetworkConnectionToClient)
Called on the server when a new client connects.
- OnServerDisconnect(NetworkConnectionToClient)
Called on the server when a client disconnects.
- OnServerReady(NetworkConnectionToClient)
Called on the server when a client is ready (= loaded the scene)
- OnStartClient()
This is invoked when the client is started.
- OnStartServer()
This is invoked when a server is started - including when a host is started.