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Unity.Netcode.NetworkSpawnManager

Class that handles object spawning

Inheritance#

System.Object

NetworkSpawnManager

Inherited Members#

System.Object.Equals(System.Object)

System.Object.Equals(System.Object, System.Object)

System.Object.GetHashCode()

System.Object.GetType()

System.Object.MemberwiseClone()

System.Object.ReferenceEquals(System.Object, System.Object)

System.Object.ToString()

Syntax#
public class NetworkSpawnManager

Fields#

OwnershipToObjectsTable#

Use to get all NetworkObjects owned by a client Ownership to Objects Table Format: [ClientId][NetworkObjectId][NetworkObject] Server: Keeps track of all clients' ownership Client: Keeps track of only its ownership

Declaration#
public readonly Dictionary<ulong, Dictionary<ulong, NetworkObject>> OwnershipToObjectsTable
Field Value#
TypeDescription
System.Collections.Generic.Dictionary\<System.UInt64, System.Collections.Generic.Dictionary\<System.UInt64, NetworkObject>>

SpawnedObjects#

The currently spawned objects

Declaration#
public readonly Dictionary<ulong, NetworkObject> SpawnedObjects
Field Value#
TypeDescription
System.Collections.Generic.Dictionary\<System.UInt64, NetworkObject>

SpawnedObjectsList#

A list of the spawned objects

Declaration#
public readonly HashSet<NetworkObject> SpawnedObjectsList
Field Value#
TypeDescription
System.Collections.Generic.HashSet\<NetworkObject>

Properties#

NetworkManager#

Gets the NetworkManager associated with this SpawnManager.

Declaration#
public NetworkManager NetworkManager { get; }
Property Value#
TypeDescription
NetworkManager

Methods#

GetClientOwnedObjects(UInt64)#

Returns a list of all NetworkObjects that belong to a client.

Declaration#
public List<NetworkObject> GetClientOwnedObjects(ulong clientId)
Parameters#
TypeNameDescription
System.UInt64clientIdthe client's id LocalClientId
Returns#
TypeDescription
System.Collections.Generic.List\<NetworkObject>

GetLocalPlayerObject()#

Returns the local player object or null if one does not exist

Declaration#
public NetworkObject GetLocalPlayerObject()
Returns#
TypeDescription
NetworkObjectThe local player object or null if one does not exist

GetPlayerNetworkObject(UInt64)#

Returns the player object with a given clientId or null if one does not exist. This is only valid server side.

Declaration#
public NetworkObject GetPlayerNetworkObject(ulong clientId)
Parameters#
TypeNameDescription
System.UInt64clientId
Returns#
TypeDescription
NetworkObjectThe player object with a given clientId or null if one does not exist