Fusion.Unity
Types that fusion.runtime isn't aware of, which need to be found using names instead.
Find all component types that contribute to a scene rendering, and associate them with a component,
and add them to the runner's list of visibility nodes.
Reapplies a runner's IsVisibile setting to all of its registered visibility nodes.
Dictionary lookup for manually added visibility nodes (which indicates only one instance should be visible at a time),
which returns a list of nodes for a given LocalIdentifierInFile.
Which section of the Fusion engine is being monitored. In combination with StatId, this selects the stat being monitored.
The specific stat being monitored.
Creates and controls a Canvas with one or multiple telemetry graphs. Can be created as a scene object or prefab,
or be created at runtime using the methods. If created as the child of a
then will automatically be set to true.
Creates a new GameObject with a component, attaches it to any supplied parent, and generates Canvas/Graphs.
Generated FusionStats component and GameObject will be added as a child of this transform.
Uses a predefined position.
The network stats to be enabled. If left null, default statistics will be used.
The simulation stats to be enabled. If left null, default statistics will be used.
Options for displaying stats as screen overlays or world GameObjects.
Predefined layout default options.
Interval (in seconds) between Graph redraws. Higher values (longer intervals) reduce CPU overhead, draw calls and garbage collection.
Selects between displaying Canvas as screen overlay, or a world GameObject.
Selects between displaying Canvas as screen overlay, or a world GameObject.
Enables text labels for the control buttons.
Enables text labels for the control buttons.
Height of button region at top of the stats panel. Values less than or equal to 0 hide the buttons, and reduce the header size.
Height of button region at top of the stats panel. Values less than or equal to 0 hide the buttons, and reduce the header size.
The size of the canvas when is set to .
The distance on the Z axis the canvas will be positioned. Allows moving the canvas in front of or behind the parent GameObject.
The Rect which defines the position of the stats canvas on a GameObject. Sizes are normalized percentages.(ranges of 0f-1f).
The Rect which defines the position of the stats canvas overlay on the screen. Sizes are normalized percentages.(ranges of 0f-1f).
value which all child components will use if their value is set to Auto.
UI Text on FusionGraphs can only overlay the bar graph if the canvas is perfectly facing the camera.
Any other angles will result in ZBuffer fighting between the text and the graph bar shader.
For uses where perfect camera billboarding is not possible (such as VR), this toggle prevents FusionGraph layouts being used where text and graphs overlap.
Normally leave this unchecked, unless you are experiencing corrupted text rendering.
Disables the bar graph in , and uses a text only layout.
Enable this if is not rendering correctly in VR.
Force graphs layout to use X number of columns.
If is set to zero, then columns will automatically be added as needed to limit graphs to this width or less.
If is set to zero, then columns will automatically be added as needed to limit graphs to this width or less.
Enables/Disables all NetworkObject related elements.
The source for any specific telemetry.
Returns the set serialized for this stat window. If that is null, returns the static MonitoredNetworkObject,
which can be set using .
Height of Object title region at top of the stats panel.
Height of Object info region at top of the stats panel.
Height of Object info region at top of the stats panel.
The currently associated with this component and graphs.
Editor-Only. If no is set, this FusionStats will attempt to connect to the NetworkRunner for the current selected GameObject.
Initializes a for all available stats, even if not initially included.
If disabled, graphs added after initialization will be added to the bottom of the interface stack.
When is null and no exists in the current scene, FusionStats will continuously attempt to find and connect to an active which matches these indicated modes.
Selects which NetworkObject stats should be displayed.
Selects which NetConnection stats should be displayed.
Selects which Simulation stats should be displayed.
Automatically destroys this GameObject if the associated runner is null or inactive.
Otherwise attempts will continuously be made to find an new active runner which is running in specified by , and connect to that.
Only one instance with the can exist if there is no associated . Will destroy any additional instances on Awake.
Identifier used to enforce single instances of when running in Multi-Peer mode.
When is enabled, only one instance of with this GUID will be active at any time,
regardless of the total number of peers running.
The font to be used for all non-number labels.
The font to be used for all number labels.
Shows/hides controls in the inspector for defining element colors.
The color used for the telemetry graph data.
The color used for the telemetry graph data.
The color used for the telemetry graph data.
The color used for the telemetry graph data.
Any FusionStats instance with NetworkObject stats enabled, will use this Object when that FusionStats.Object is null.
Companion component for , which automatically faces this GameObject toward the supplied Camera. If Camera == null, will face towards Camera.main.
Force a particular camera to billboard this object toward. Leave null to use Camera.main.
Automatically adds a for each indicated component.
These indicated components will be limited to no more than one enabled instance when running in Multi-Peer mode.
If more than one runner instance is visible, this indicates which peer's clone of this entity should be visible.
Collection of components that will be marked for Multi-Peer mode as objects that should only have one enabled instance.
Prefix for the GUIDs of components which are added at runtime.
At runtime startup, this adds a for each component reference to this GameObject.
Finds visual/audio components on this GameObject, and adds them to the Components collection.
Finds visual/audio nested components on this GameObject and its children, and adds them to the Components collection.
Values greater than 0 will limit the meter to a range of 0 to MeterMax.
Value of 0 will adjust the max to the largest value occurrence.
Exposes the UI labels and controls of , so they may be modified if customizing this graph.
If true, all messages will be prefixed with [Fusion] tag
If true, some parts of messages will be enclosed with <color> tags.
If true, each log message that has a source parameter will be prefixed with a hash code of the source object.
Color of the global prefix (see ).
Min Random Color
Max Random Color
Server Color
When running in Multi-Peer mode, this component automatically will register the associated with ,
and will automatically attach loaded scene objects and spawned objects with the peers visibility handling.
Flag component which indicates a NetworkObject has already been factored into a Runner's VisibilityNode list.
Engine sources for Samples.
Get the cached Long Name for the stat source and type.
Base class for .
Constructor for .
Constructor for .
Constructor for .
Implicitly convert to its long mask value.
Associates and displays a 64 bit mask which represents the field members of a struct. Makes it possible to treat a Struct like an Flags Enum.
NOTE: A attribute is required for proper rendering in the Inspector.
Constructor for .
Constructor for .
Companion component for . Automatically added as needed for rendering in-game networking IMGUI.
When enabled, the in-game user interface buttons can be activated with the keys H (Host), S (Server) and C (Client).
The GUISkin to use as the base for the scalable in-game UI.
Finds all components of type in the scene.
Finds all components of type in the scene.
Finds all components of type in the scene.
Finds the first instance of type in the scene. Returns null if no instance found.
If enabled and there is an already loaded scene that matches what the scene manager has intended to load,
that scene will be used instead and load will be avoided.
Should all scene load errors be logged into the console? If disabled, errors can still be retrieved via the
or .
All the scenes loaded by all the managers. Used when is enabled.
In multiple peer mode, each runner maintains its own scene where all the newly loaded scenes
are moved to. This is to make sure physics are properly sandboxed.
List of running coroutines. Only one is actually executed at a time.
For remote clients, this manager first unloads old scenes then loads the new ones. It might happen that all
the current scenes need to be unloaded and in such case a temp scene needs to be created to ensure at least one
scene loaded at all times.
Scene used when Multiple Peer mode is used. Each loaded scene is merged into this one, allowing
for multiple runners to have separate cross-scene physics.
Root for DontDestroyOnLoad objects. Instantiated on .
The last read scene info. Updated in .
Selects a scene root object to use for an object passed to in MultiplePeer mode.
The default implementation returns the first scene root, if available.
Override if you load multiple scenes per runner and need objects to spawn on a specific scene.
A label by which addressable scenes can be discovered.
A Fusion prototyping class for starting up basic networking. Add this component to your startup scene, and supply a .
Can be set to automatically startup the network, display an in-game menu, or allow simplified start calls like .
Selection for how will behave at startup.
The current stage of connection or shutdown.
Supply a Prefab or a scene object which has the component on it,
as well as any runner dependent components which implement ,
such as or your own custom INetworkInput implementations.
Select how network startup will be triggered. Automatically, by in-game menu selection, or exclusively by script.
When is set to , this option selects if the
will be started as a dedicated server, or as a host (which is a server with a local player).
will not render GUI elements while == .
The number of client instances that will be created if running in Mulit-Peer Mode.
When using the Select start mode, this number will be the default value for the additional clients option box.
How long to wait after starting a peer before starting the next one.
The port that server/host will use.
The default room name to use when connecting to photon cloud.
Will automatically enable once peers have finished connecting.
The Scene that will be loaded after network shutdown completes (all peers have disconnected).
If this field is null or invalid, will be set to the current scene when runs Awake().
Indicates which step of the startup process is currently in.
Indicates which step of the startup process is currently in.
The index number used for the last created peer.
The server mode that was used for initial startup. Used to inform UI which client modes should be available.
Start a single player instance.
Start a server instance.
Start a host instance. This is a server instance, with a local player.
Start a client instance.
Start a Fusion server instance, and the number of client instances indicated by .
InstanceMode must be set to Multi-Peer mode, as this requires multiple instances.
Start a Fusion host instance, and the number of client instances indicated by .
InstanceMode must be set to Multi-Peer mode, as this requires multiple instances.
Start a Fusion server instance, and the indicated number of client instances.
InstanceMode must be set to Multi-Peer mode, as this requires multiple instances.
Start a Fusion host instance (server with local player), and the indicated number of additional client instances.
InstanceMode must be set to Multi-Peer mode, as this requires multiple instances.
Start a Fusion host instance (server with local player), and the indicated number of additional client instances.
InstanceMode must be set to Multi-Peer mode, as this requires multiple instances.
Start as Room on the Photon cloud, and connects as one or more clients.
In-Game IMGUI style used for the interface.
Get the custom scalable skin, already resized to the current screen. Provides the height, width, padding and margin used.
Modifies a skin to make it scale with screen height.
Returns (height, width, padding, top-margin, left-box-margin) values applied to the GuiSkin
If enabled, the provider will delay acquiring a prefab instance if the scene manager is busy.
Flags a MonoBehaviour class as a RunnerVisibilityControl recognized type.
Will be included in runner visibility handling, and will be found by component finds.
Identifies visible/audible components (such as renderers, canvases, lights) that should be enabled/disabled by runner visibility handling.
Automatically added to scene objects and spawned objects during play if running in .
Additionally this component can be added manually at development time to identify specific Behaviours or Renderers you would like to restrict to one enabled copy at a time.
Types that fusion.runtime isn't aware of, which need to be found using names instead.
The peer runner that will be used if more than one runner is visible, and this node was manually added by developer (indicating only one instance should be visible at a time).
The peer/runner with input authority will be used if visible.
The server peer/runner will be used if visible.
The first client peer/runner will be used if visible.
If more than one runner instance is visible, this indicates which peer's clone of this entity should be visible.
The associated component with this node. This Behaviour or Renderer will be enabled/disabled when its NetworkRunner.IsVisible value is changed.
Guid is used for common objects (user flagged components that should only run in one instance), to identify matching clones.
Set to false to indicate that this object should remain disabled even when is set to true.
Sets the visibility state of this node.
Individual graph components generated and used by .
Select between automatic formatting (based on size and aspect ratio of the graph) and manual selection of the various graph layouts available.
Controls if the graph shader will render. Currently the graph shader only works in Overlay mode, so if forced to show Always here, it will not render correctly in 3d space.
Padding added to text and other layout objects.
The graph shaded area (which is only visible in Overlay mode) will expand to the full extends of the component when this is enabled, regardless of size.
When false, the graph will automatically expand only as needed.
Exposes the UI labels and controls of , so they may be modified if customizing this graph.
Returns true if the graph rendered. False if the size was too small and the graph was hidden.
Creates a new GameObject with and attaches it to the specified parent.
Generates the Graph UI for this .