IGameObjectNetworkEvents
Allows a GameObject's Components to listen to changes in ownership state.
Allows a GameObject's Components to listen to changes in ownership state.
public interface IGameObjectNetworkEvents : ISceneEvent<IGameObjectNetworkEvents>
{
/// <summary>
/// Called when the owner of a network GameObject is changed
/// </summary>
void NetworkOwnerChanged( Connection newOwner, Connection previousOwner ) { }
/// <summary>
/// We have become the controller of this object, we are no longer a proxy
/// </summary>
void StartControl() { }
/// <summary>
/// This object has become a proxy, controlled by someone else
/// </summary>
void StopControl() { }
}
This event is only targetted at a single GameObject - the one that is changing.
Referenced API
Canonical API pages mentioned in this guide.
No summary available.
Gets and Sets a value from somewhere.
A connection, usually to a server or a client.
An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its position, rotation and scale, relative to its parent. It also has a name, and can be enabled or disabled. When disabled, the GameObject is still in the scene, but the components don't tick and are all disabled.
Allows listening to network events on a specific GameObject
Allows easily creating SerializedProperty classes that wrap other properties.
We have become the controller of this object, we are no longer a proxy
This object has become a proxy, controlled by someone else