CoreGameEvents Members
The CoreGameEvents type exposes the following members.
Methods
Name | Description | |
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IsCoreEvent |
Determines if the given event code corresponds to a core game event.
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Fields
Name | Description | |
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DummyEvent |
Event code used as a marker for the upper limit of core game event codes.
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NetworkSpawn |
Event code for spawning an object over the network, typically from players to the server.
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ObjectCreatedOnClient |
Event code indicating that an object has been instantiated on the client and the server should be notified.
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ObjectDestroy |
Event code for when an object is destroyed on the server and needs to be removed on the client.
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ObjectInputUpdate |
Event code for player input updates when input handling is enabled.
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ObjectInstantiate |
Event code for when an object is spawned on the server and needs to be instantiated on the client.
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ObjectUpdate |
Event code for a basic update, typically used when a NetworkObject is updated.
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PlayerIdentified |
Event code sent as a response when a client has received its identification from the server.
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PlayerIdentify |
Event code used to identify a player instance for targeted operations.
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PlayerReadyOnClient |
Event code indicating that the player is ready on either the server or client.
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PlayerRequestClientId |
Event code for requesting the server to send the client's ID.
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PlayerSpawnedOnServer |
Event code to inform the client that the player has been spawned on the server.
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SynchronizeTick |
Event code for synchronizing the game tick and clock from the server to the players.
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