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