This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.
The LobbyPrefab object of the NetworkLobbyManager must have this component on it. This component holds basic lobby player data required for the lobby to function. Game specific data for lobby players can be put in other components on the LobbyPrefab or in scripts derived from NetworkLobbyPlayer.
readyToBegin | This is a flag that control whether this player is ready for the game to begin. |
ShowLobbyGUI | This flag controls whether the default UI is shown for the lobby player. |
slot | The slot within the lobby that this player inhabits. |
OnClientEnterLobby | This is a hook that is invoked on all player objects when entering the lobby. |
OnClientExitLobby | This is a hook that is invoked on all player objects when exiting the lobby. |
OnClientReady | This is a hook that is invoked on clients when a LobbyPlayer switches between ready or not ready. |
RemovePlayer | This removes this player from the lobby. |
SendNotReadyToBeginMessage | This is used on clients to tell the server that this player is not ready for the game to begin. |
SendReadyToBeginMessage | This is used on clients to tell the server that this player is ready for the game to begin. |
SendSceneLoadedMessage | This is used on clients to tell the server that the client has switched from the lobby to the GameScene and is ready to play. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
runInEditMode | Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). |
useGUILayout | Disabling this lets you skip the GUI layout phase. |
connectionToClient | The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. |
connectionToServer | The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. |
hasAuthority | This returns true if this object is the authoritative version of the object in the distributed network application. |
isClient | Returns true if running as a client and this object was spawned by a server. |
isLocalPlayer | This returns true if this object is the one that represents the player on the local machine. |
isServer | Returns true if this object is active on an active server. |
localPlayerAuthority | This value is set on the NetworkIdentity and is accessible here for convenient access for scripts. |
netId | The unique network Id of this object. |
playerControllerId | The id of the player associated with the behaviour. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
Invoke | Invokes the method methodName in time seconds. |
InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
IsInvoking | Is any invoke on methodName pending? |
StartCoroutine | Starts a coroutine. |
StopAllCoroutines | Stops all coroutines running on this behaviour. |
StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. |
ClearAllDirtyBits | This clears all the dirty bits that were set on this script by SetDirtyBits(); |
GetNetworkChannel | This virtual function is used to specify the QoS channel to use for SyncVar updates for this script. |
GetNetworkSendInterval | This virtual function is used to specify the send interval to use for SyncVar updates for this script. |
InvokeCommand | Manually invoke a Command. |
InvokeRPC | Manually invoke an RPC function. |
InvokeSyncEvent | Manually invoke a SyncEvent. |
OnCheckObserver | Callback used by the visibility system to determine if an observer (player) can see this object. |
OnDeserialize | Virtual function to override to receive custom serialization data. The corresponding function to send serialization data is OnSerialize(). |
OnNetworkDestroy | This is invoked on clients when the server has caused this object to be destroyed. |
OnRebuildObservers | Callback used by the visibility system to (re)construct the set of observers that can see this object. |
OnSerialize | Virtual function to override to send custom serialization data. The corresponding function to send serialization data is OnDeserialize(). |
OnSetLocalVisibility | Callback used by the visibility system for objects on a host. |
OnStartAuthority | This is invoked on behaviours that have authority, based on context and NetworkIdentity.localPlayerAuthority. |
OnStartClient | Called on every NetworkBehaviour when it is activated on a client. |
OnStartLocalPlayer | Called when the local player object has been set up. |
OnStartServer | This is invoked for NetworkBehaviour objects when they become active on the server. |
OnStopAuthority | This is invoked on behaviours when authority is removed. |
PreStartClient | An internal method called on client objects to resolve GameObject references. |
SetDirtyBit | Used to set the behaviour as dirty, so that a network update will be sent for the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Logs message to the Unity Console (identical to Debug.Log). | |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Awake | Awake is called when the script instance is being loaded. |
FixedUpdate | Frame-rate independent MonoBehaviour.FixedUpdate message for physics calculations. |
LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
OnApplicationFocus | Sent to all GameObjects when the player gets or loses focus. |
OnApplicationPause | Sent to all GameObjects when the application pauses. |
OnApplicationQuit | Sent to all game objects before the application quits. |
OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
OnCollisionStay | :ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
OnConnectedToServer | Called on the client when you have successfully connected to a server. |
OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
OnDestroy | Destroying the attached Behaviour will result in the game or Scene receiving OnDestroy. |
OnDisable | This function is called when the behaviour becomes disabled. |
OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
OnDrawGizmosSelected | Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. |
OnEnable | This function is called when the object becomes enabled and active. |
OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
OnGUI | OnGUI is called for rendering and handling GUI events. |
OnJointBreak | Called when a joint attached to the same game object broke. |
OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
OnParticleCollision | OnParticleCollision is called when a particle hits a Collider. |
OnParticleSystemStopped | OnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. New particles cease to be created either after Stop is called, or when the duration property of a non-looping system has been exceeded. |
OnParticleTrigger | OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module. |
OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
OnPostRender | OnPostRender is called after a camera finished rendering the Scene. |
OnPreCull | OnPreCull is called before a camera culls the Scene. |
OnPreRender | OnPreRender is called before a camera starts rendering the Scene. |
OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
OnRenderObject | OnRenderObject is called after camera has rendered the Scene. |
OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
OnTriggerEnter | OnTriggerEnter is called when the GameObject collides with another GameObject. |
OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
OnTriggerStay | OnTriggerStay is called once per physics update for every Collider other that is touching the trigger. |
OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
OnWillRenderObject | OnWillRenderObject is called for each camera if the object is visible and not a UI element. |
Reset | Reset to default values. |
Start | Start is called on the frame when a script is enabled just before any of the Update methods are called the first time. |
Update | Update is called every frame, if the MonoBehaviour is enabled. |
CmdDelegate | Delegate for Command functions. |
EventDelegate | Delegate for Event functions. |
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