NetworkManager Methods
The NetworkManager type exposes the following members.
Methods
Name | Description | |
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ConfigureMode |
Configures the network mode of operation (Server, Client, or Manual).
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ConfirmPlayerCreatedOnClient |
Confirms that a player object has been created on the client side and performs initial setup.
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DestroyOnClient |
Destroys a network object on the client side.
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DisableAutoReconnect |
Determines if the internal network ID should be used.
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FireOnClientDisconnectedFromServer |
Handles the event when a client disconnects from the server.
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FixedUpdate |
FixedUpdate is called every fixed framerate frame.
Updates network ticks and performs fixed update operations.
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GectPredictionTechinique |
Retrieves the prediction technique being used.
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GetAcceptableLatencyValue |
Determines if the system should control player cameras.
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GetActiveTransport |
Retrieves the active network transport entry.
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GetConnection |
Retrieves the network transport associated with the specified connection type.
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GetConnectionType |
Gets the connection type of the current instance.
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GetCurrentFPS |
Gets the current frames per second (FPS), clamped to the maximum allowed FPS.
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GetCurrentInputValue<(Of <<'(T>)>>) |
Gets the current value of an input by invoking the corresponding method.
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GetCustomNetworkId |
Retrieves a custom network identifier based on the provided arguments.
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GetDecryptionMethod |
Return method used to decript data
Note: This method is configured by user on NetworkManager object
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GetEncryptionMethod |
Return method used to encript data
Note: This method is configured by user on NetworkManager object
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GetFirstNoMasterPlayers<(Of <<'(T>)>>) |
Retrieves the first non-master player from the specified lobby.
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GetGoodLatencyValue |
Retrieves the value considered as acceptable latency.
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GetInstanceId |
Retrieves the unique network session identifier.
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GetLocalPlayer<(Of <<'(T>)>>) |
Retrieves the local player.
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GetLoginInformations |
Retrieves login information as an array of objects.
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GetLoginInformationsTypes |
Retrieves the types of the login information.
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GetManagedInputs |
Retrieves an array of managed inputs.
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GetMasterPlayer<(Of <<'(T>)>>) |
Retrieves the master player for a given lobby.
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GetNetworkingMode |
Retrieves the current networking mode.
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GetNetworkPrefab |
Retrieves a specific network prefab by its signature.
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GetNetworkPrefabs |
Retrieves all network prefabs from the prefabs database.
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GetObjectOnClient<(Of <<'(T>)>>)(Int32) |
Retrieves a network object on the client side by its network ID.
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GetObjectOnClient<(Of <<'(T>)>>)(UInt16) |
Retrieves a network object on the client side by its player ID.
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GetPingAverage |
Gets the average ping time in milliseconds.
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GetPingAverageTime |
Gets the average ping time in seconds.
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GetPlayer<(Of <<'(T>)>>)(UInt16) |
Retrieves a player by their ID.
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GetPlayer<(Of <<'(T>)>>)(IClient) |
Retrieves a player associated with a given client.
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GetPlayers<(Of <<'(T>)>>) |
Retrieves a list of players for a given lobby.
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GetPlayersCount |
Gets the count of players in the specified lobby.
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GetPredictionBufferSize |
Retrieves the prediction factor curve.
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GetPredictionFactor |
Retrieves the prediction speed factor curve.
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GetPredictionOverride |
Determines if remote input is used.
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GetPredictionSpeedFactor |
Determines if there is an override for the prediction logic.
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GetPredictionTechnique |
Retrieves the size of the prediction buffer.
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GetPrivateIp |
Retrieves the private IP address.
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GetPublicIp |
Retrieves the public IP address.
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GetSendRate |
Gets the send rate of the connection.
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GetServerWorkingMode |
Determines if there is a connection to the relay server.
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GetUpdateMode |
Disables the auto-reconnect feature.
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HasConnection(NetworkTransport) |
Checks if there is a connection associated with the specified network transport.
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HasConnection(ConnectionType) |
Checks if there is a connection of the specified type.
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HasLocalPlayer |
Determines if a local player exists.
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HasMasterPlayer |
Checks if there is a master player in the specified lobby.
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HasNetworkPlayer |
Checks if a network player is associated with a given client.
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HasPlayers |
Determines if there are any players in the specified lobby.
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HasPredictionOverride |
Retrieves the prediction override component if available.
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HasValidInstance |
Checks if the current network session has a valid instance ID.
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InAuthoritativeMode |
Determines if the server mode is disabled.
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InEmbeddedMode |
Determines if the system is in authoritative mode.
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Initialize |
Initializes the NetworkManager instance with necessary resources and configurations.
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InitializeServerInstance |
Initializes the server instance with the specified instance ID.
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InitializeSpawnedObjects |
Initializes spawned objects for the client, excluding a specific network element if provided.
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InRelayMode |
Determines if the system is in embedded mode.
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Instance |
Provides access to the singleton instance of the NetworkManager.
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InstanceIsValid |
Validates if the provided instance ID matches the current network session ID.
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InstantiateOnClient |
Badly formed XML comment.
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IsAutoReconnectDisabled |
Checks if auto-reconnect is disabled.
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IsBroadcastEvent |
Checks if an event code corresponds to a broadcast event.
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IsClientConnection |
Determines if the current connection is a client connection.
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IsConnected |
Checks if the client is currently connected to the server.
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IsConnectedOnLobbyServer |
Checks if the current instance is connected to the lobby server.
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IsConnectedOnRelayServer |
Determines if there is a connection to the lobby server.
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IsDisconnectionDetected |
Detects if a disconnection has occurred on the client side.
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IsEncryptionEnabled |
Return if encryption mode is enabled
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IsLobbyControlEnabled |
Determines if lobby control is enabled.
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IsLoginEnabled |
Determines if network login is enabled.
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IsMasterPlayer |
Determines if the local player is the master player.
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IsProcessingInputs |
Determines if the network is currently processing inputs.
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IsRemoteInputEnabled |
Checks if remote input is enabled.
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IsRouterPortMapped |
Checks if the router port is mapped.
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IsRunningLogic |
Determines if the network logic is currently running.
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IsServerConnection |
Determines if the current connection is a server connection.
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IsServerModeDisabled |
Retrieves the current working mode of the server.
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IsServerRestartDetectionEnabled |
Checks if server restart detection is enabled.
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IsToControlCameras |
Determines if the player camera should be detached.
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IsToDetachPlayerCamera |
Retrieves the update mode for network communication.
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IsToUseCustomNetworkId |
Determines if the system is in relay mode.
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IsToUseInternalNetworkId |
Determines if a custom network ID should be used.
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IsToValidateLogin |
Determines if login validation is enabled.
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IsValidLogin |
Validates the provided login arguments.
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OnClientLobbyCreationFailedEvent |
Invoked when a client fails to create a lobby.
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OnClientLobbyCreationSucessEvent |
Invoked when a client successfully creates a lobby.
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OnClientLobbyJoinFailedEvent |
Invoked when a client fails to join a lobby.
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OnClientLobbyJoinSucessEvent |
Invoked when a client successfully joins a lobby.
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OnClientLoginFailedEvent |
Invoked when a client login attempt fails.
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OnClientLoginSucessEvent |
Invoked when a client login attempt is successful.
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OnLoginFailedEvent |
Handles the event when a login attempt fails.
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OnLoginSucessEvent |
Handles the event when a login attempt is successful.
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OnMessageReceivedEvent |
Invoked when a message is received from the network.
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RegisterBroadcastEvent |
Registers a broadcast event with a specific event code.
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RegisterConnection |
Registers a new network connection and configures its latency measurement callback if it's not already registered.
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RegisterDestroyedObject |
Registers a destroyed network object to keep track of it.
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RegisterDetectedObject |
Registers a detected network object to keep track of it.
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RegisterEvent |
Registers a callback for a specific network event.
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RegisterGarbageObject |
Registers a garbage network object associated with the current network session.
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RegisterNetworkClient |
Registers a network client with an associated network element.
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RegisterNetworkPlayer(IPlayer) |
Registers a network player.
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RegisterNetworkPlayer(UInt16, String, IClient) |
Registers a network player with an optional client.
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RegisterNetworkPlayer(IClient) |
Registers a new network player for a given client and assigns a unique player ID.
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RenewServerInstance |
Renews the server instance by clearing out old network objects and resetting the instance ID.
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RequestLobbyCreate |
Sends a request to create a new lobby with the specified name.
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RequestLobbyJoin |
Sends a request to join a lobby with the specified ID.
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RequestLobbyRefresh |
Sends a request to refresh the list of available lobbies.
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Send |
Sends data over the network to the server or client connection.
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SetConnectedOnRelayServer |
Sets the connection status for both relay and lobby servers.
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SetServerAddress |
Sets the server address for the first server in the list.
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SetTargetDatabase |
Sets the target database for the server instance.
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SetTcpPort |
Sets the TCP port for the network connection.
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SetUdpPort |
Sets the UDP port for the network connection.
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SpawnClientPlayerOnServer |
Spawns a client player on the server.
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SpawnServerPlayer |
Spawns a server player GameObject based on the configured spawn position mode.
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StartNetwork |
Initiates a network connection, with optional reconnection and delay parameters.
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StopNetwork |
Stops the network connection.
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UnregisterBroadcastEvent |
Unregisters a previously registered broadcast event.
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UnregisterConnection |
Unregisters an existing network connection if it is currently registered.
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UnregisterNetworkPlayer |
Unregisters a network player.
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Update |
Update is called once per frame.
Performs base update operations, frame rate calculations, and object spawn/despawn detection.
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UpdateMasterPlayer |
Updates the master player status and potentially reactivates network elements.
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UpdateRemoteTick |
Updates the remote tick count if the difference between the current remote tick count and the provided tick exceeds the tolerance.
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UseAutomaticPrediction |
Determines if automatic prediction is enabled.
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UseLatencyTolerance |
Retrieves the value considered as good latency.
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UseMovementPrediction |
Determines if movement prediction is enabled.
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UseNetworkClock |
Determines if the network clock should be used.
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UsePhysicsPrediction |
Determines if physics-based prediction is enabled.
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UseRemoteInput |
Determines if latency tolerance features are enabled.
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UseTransformPrediction |
Determines if transform-based prediction is enabled.
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