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773 lines
37 KiB
XML
773 lines
37 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Fusion.Unity</name>
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</assembly>
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<members>
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<member name="F:Fusion.NetworkRunnerVisibilityExtensions.RecognizedBehaviourNames">
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<summary>
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Types that fusion.runtime isn't aware of, which need to be found using names instead.
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</summary>
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</member>
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<member name="M:Fusion.NetworkRunnerVisibilityExtensions.AddVisibilityNodes(Fusion.NetworkRunner,UnityEngine.GameObject)">
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<summary>
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Find all component types that contribute to a scene rendering, and associate them with a <see cref="T:Fusion.RunnerVisibilityLink"/> component,
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and add them to the runner's list of visibility nodes.
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</summary>
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<param name="go"></param>
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<param name="runner"></param>
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</member>
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<member name="M:Fusion.NetworkRunnerVisibilityExtensions.RefreshRunnerVisibility(Fusion.NetworkRunner,System.Boolean)">
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<summary>
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Reapplies a runner's IsVisibile setting to all of its registered visibility nodes.
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</summary>
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<param name="runner"></param>
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<param name="refreshCommonObjects"></param>
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</member>
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<member name="F:Fusion.NetworkRunnerVisibilityExtensions.CommonObjectLookup">
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<summary>
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Dictionary lookup for manually added visibility nodes (which indicates only one instance should be visible at a time),
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which returns a list of nodes for a given LocalIdentifierInFile.
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</summary>
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</member>
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<member name="P:Fusion.Statistics.FusionNetworkObjectStatsGraphCombine.NetworkObjectID">
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<summary>
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Gets the unique identifier of the network object.
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</summary>
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<value>
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The network object identifier.
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</value>
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</member>
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<member name="T:Fusion.Statistics.CanvasAnchor">
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<summary>
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The side to attach the statistics panel anchor.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.FusionStatistics._statsEnabled">
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<summary>
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Flags controlling which Mecanim data will be synced.
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</summary>
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</member>
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<member name="P:Fusion.Statistics.FusionStatistics.IsPanelActive">
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<summary>
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Gets a value indicating whether the statistics panel is active.
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</summary>
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</member>
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<member name="M:Fusion.Statistics.FusionStatistics.SetStatsCustomConfig(System.Collections.Generic.List{Fusion.Statistics.FusionStatistics.FusionStatisticsStatCustomConfig})">
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<summary>
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Sets the custom configuration for Fusion Statistics.
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</summary>
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<param name="customConfig">The list of custom configurations for Fusion Statistics.</param>
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</member>
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<member name="M:Fusion.Statistics.FusionStatistics.SetCanvasAnchor(Fusion.Statistics.CanvasAnchor)">
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<summary>
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Sets the anchor position of the Fusion Statistics canvas.
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</summary>
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<param name="anchor">The anchor position of the canvas (TopLeft or TopRight).</param>
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</member>
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<member name="M:Fusion.Statistics.FusionStatistics.OnEditorChange">
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<summary>
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Called from a custom editor script.
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Will update any editor information into the fusion statistics.
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</summary>
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</member>
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<member name="M:Fusion.Statistics.FusionStatistics.SetupStatisticsPanel">
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<summary>
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Sets up the statistics panel for Fusion statistic tracking.
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</summary>
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</member>
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<member name="M:Fusion.Statistics.FusionStatistics.SetWorldAnchor(Fusion.Statistics.FusionStatsWorldAnchor,System.Single)">
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<summary>
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Sets the world anchor for Fusion Statistics. Set null to return to screen space overlay.
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</summary>
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<param name="anchor">The FusionStatsWorldAnchor component that defines the anchor object. Null to return to screen space overlay.</param>
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<param name="scale">The scale of the statistics panel.</param>
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</member>
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<member name="M:Fusion.Statistics.FusionStatistics.DestroyStatisticsPanel">
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<summary>
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Destroys the statistics panel.
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</summary>
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</member>
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<member name="T:Fusion.Statistics.RenderSimStats">
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<summary>
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List of all simulation stats able to render on a graph.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.InPackets">
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<summary>
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Incoming packets.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.OutPackets">
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<summary>
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Outgoing packets.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.RTT">
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<summary>
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Round Trip Time.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.InBandwidth">
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<summary>
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In Bandwidth in Bytes.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.OutBandwidth">
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<summary>
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Out Bandwidth in Bytes.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.Resimulations">
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<summary>
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Amount of re-simulation ticks executed.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.ForwardTicks">
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<summary>
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Amount of forward ticks executed.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.InputReceiveDelta">
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<summary>
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Average measured time between two input/state packets (from same client) received by the server.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.TimeResets">
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<summary>
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Time sync abruptly reset count.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.StateReceiveDelta">
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<summary>
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Average measured time between two state packets (from server) received by the client.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.SimulationTimeOffset">
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<summary>
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Average buffering for prediction.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.SimulationSpeed">
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<summary>
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How much the simulation is currently sped up / slowed down.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.InterpolationOffset">
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<summary>
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Average buffering for interpolation.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.InterpolationSpeed">
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<summary>
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How much interpolation is currently sped up / slowed down.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.InputInBandwidth">
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<summary>
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Input in bandwidth.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.InputOutBandwidth">
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<summary>
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Input out bandwidth.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.AverageInPacketSize">
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<summary>
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Average size for received packet.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.AverageOutPacketSize">
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<summary>
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Average size for sent packet.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.InObjectUpdates">
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<summary>
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Amount of object updates received.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.OutObjectUpdates">
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<summary>
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Amount of object updates sent.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.ObjectsAllocatedMemoryInUse">
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<summary>
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Memory in use for the object allocator.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.GeneralAllocatedMemoryInUse">
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<summary>
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Memory in use for the general allocator.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.ObjectsAllocatedMemoryFree">
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<summary>
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Memory free for the object allocator.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.GeneralAllocatedMemoryFree">
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<summary>
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Memory free for the general allocator.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.WordsWrittenCount">
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<summary>
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Amount of written words. How many networked changes are being sent.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.WordsWrittenSize">
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<summary>
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Size of all last written words in Bytes.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.WordsReadCount">
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<summary>
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Amount of read words. How many networked changes are being received.
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</summary>
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</member>
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<member name="F:Fusion.Statistics.RenderSimStats.WordsReadSize">
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<summary>
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Size of all last read words in Bytes.
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</summary>
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</member>
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<member name="T:Fusion.FusionBasicBillboard">
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<summary>
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Component which automatically faces this GameObject toward the supplied Camera. If Camera == null, will face towards Camera.main.
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</summary>
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</member>
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<member name="F:Fusion.FusionBasicBillboard.Camera">
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<summary>
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Force a particular camera to billboard this object toward. Leave null to use Camera.main.
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</summary>
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</member>
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<member name="T:Fusion.EnableOnSingleRunner">
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<summary>
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Automatically adds a <see cref="T:Fusion.RunnerVisibilityLink"/> for each indicated component.
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These indicated components will be limited to no more than one enabled instance when running in Multi-Peer mode.
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</summary>
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</member>
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<member name="F:Fusion.EnableOnSingleRunner.PreferredRunner">
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<summary>
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If more than one runner instance is visible, this indicates which peer's clone of this entity should be visible.
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</summary>
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</member>
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<member name="F:Fusion.EnableOnSingleRunner.Components">
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<summary>
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Collection of components that will be marked for Multi-Peer mode as objects that should only have one enabled instance.
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</summary>
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</member>
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<member name="F:Fusion.EnableOnSingleRunner._guid">
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<summary>
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Prefix for the GUIDs of <see cref="T:Fusion.RunnerVisibilityLink"/> components which are added at runtime.
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</summary>
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</member>
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<member name="M:Fusion.EnableOnSingleRunner.AddNodes(System.Collections.Generic.List{Fusion.RunnerVisibilityLink})">
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<summary>
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At runtime startup, this adds a <see cref="T:Fusion.RunnerVisibilityLink"/> for each component reference to this GameObject.
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</summary>
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</member>
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<member name="M:Fusion.EnableOnSingleRunner.FindRecognizedTypes">
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<summary>
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Finds visual/audio components on this GameObject, and adds them to the Components collection.
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</summary>
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</member>
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<member name="M:Fusion.EnableOnSingleRunner.FindNestedRecognizedTypes">
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<summary>
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Finds visual/audio nested components on this GameObject and its children, and adds them to the Components collection.
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</summary>
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</member>
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<member name="F:Fusion.FusionUnityLogger.UseGlobalPrefix">
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<summary>
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If true, all messages will be prefixed with [Fusion] tag
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</summary>
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</member>
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<member name="F:Fusion.FusionUnityLogger.UseColorTags">
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<summary>
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If true, some parts of messages will be enclosed with <color> tags.
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</summary>
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</member>
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<member name="F:Fusion.FusionUnityLogger.AddHashCodePrefix">
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<summary>
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If true, each log message that has a source parameter will be prefixed with a hash code of the source object.
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</summary>
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</member>
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<member name="F:Fusion.FusionUnityLogger.GlobalPrefixColor">
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<summary>
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Color of the global prefix (see <see cref="F:Fusion.FusionUnityLogger.UseGlobalPrefix"/>).
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</summary>
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</member>
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<member name="F:Fusion.FusionUnityLogger.MinRandomColor">
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<summary>
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Min Random Color
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</summary>
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</member>
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<member name="F:Fusion.FusionUnityLogger.MaxRandomColor">
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<summary>
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Max Random Color
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</summary>
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</member>
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<member name="F:Fusion.FusionUnityLogger.ServerColor">
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<summary>
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Server Color
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</summary>
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</member>
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<member name="T:Fusion.RunnerEnableVisibility">
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<summary>
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When running in Multi-Peer mode, this component automatically will register the associated
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<see cref="T:Fusion.NetworkRunner" /> with <see cref="T:Fusion.NetworkRunnerVisibilityExtensions" />,
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and will automatically attach loaded scene objects and spawned objects with the peers visibility handling.
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</summary>
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</member>
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<member name="T:Fusion.RunnerAOIGizmos">
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<summary>
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Add this Component to the NetworkRunner Prefab or GameObject. If Interest Management is enabled in NetworkProjectConfig ReplicationFeatures,
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gizmos will be shown that indicate active Area Of Interest cells. These gizmos are currently NOT applicable to Shared Mode and will only
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render for the Server/Host peer.
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</summary>
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</member>
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<member name="T:Fusion.RunnerVisibilityLinksRoot">
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<summary>
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Flag component which indicates a NetworkObject has already been factored into a Runner's VisibilityNode list.
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</summary>
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</member>
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<member name="T:Fusion.FusionMppmStatus">
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<summary>
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The current status of MPPM. If the package is not enabled, this will always be <see cref="F:Fusion.FusionMppmStatus.Disabled"/>.
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</summary>
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</member>
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<member name="F:Fusion.FusionMppmStatus.Disabled">
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<summary>
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MPPM is not installed.
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</summary>
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</member>
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<member name="F:Fusion.FusionMppmStatus.MainInstance">
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<summary>
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This instance is the main instance. Can use <see cref="M:Fusion.FusionMppm.Send``1(``0)"/> to send commands.
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</summary>
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</member>
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<member name="F:Fusion.FusionMppmStatus.VirtualInstance">
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<summary>
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This instance is a virtual instance. Will receive commands from the main instance.
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</summary>
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</member>
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<member name="T:Fusion.FusionMppm">
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<summary>
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Support for Multiplayer Play Mode (MPPM). It uses named pipes
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to communicate between the main Unity instance and virtual instances.
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</summary>
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</member>
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<member name="F:Fusion.FusionMppm.Status">
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<summary>
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The current status of MPPM.
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</summary>
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</member>
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<member name="F:Fusion.FusionMppm.MainEditor">
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<summary>
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If <see cref="F:Fusion.FusionMppm.Status"/> is <see cref="F:Fusion.FusionMppmStatus.MainInstance"/>, this static field can be used to send commands.
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</summary>
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</member>
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<member name="M:Fusion.FusionMppm.Send``1(``0)">
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<summary>
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Sends a command to all virtual instances. Use as:
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<code>FusionMppm.MainEditor?.Send</code>
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</summary>
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<param name="data"></param>
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<typeparam name="T"></typeparam>
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</member>
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<member name="T:Fusion.FusionMppmCommand">
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<summary>
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The base class for all Fusion MPPM commands.
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</summary>
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</member>
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<member name="M:Fusion.FusionMppmCommand.Execute">
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<summary>
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Execute the command on a virtual instance.
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</summary>
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</member>
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<member name="P:Fusion.FusionMppmCommand.NeedsAck">
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<summary>
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Does the main instance need to wait for an ack?
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</summary>
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</member>
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<member name="P:Fusion.FusionMppmCommand.PersistentKey">
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<summary>
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If the command is persistent (i.e. needs to be executed on each domain reload), this key is used to store it.
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</summary>
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</member>
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<member name="T:Fusion.FusionBootstrapDebugGUI">
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<summary>
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Companion component for <see cref="T:Fusion.FusionBootstrap"/>. Automatically added as needed for rendering in-game networking IMGUI.
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</summary>
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</member>
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<member name="F:Fusion.FusionBootstrapDebugGUI.EnableHotkeys">
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<summary>
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When enabled, the in-game user interface buttons can be activated with the keys H (Host), S (Server) and C (Client).
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</summary>
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</member>
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<member name="F:Fusion.FusionBootstrapDebugGUI.BaseSkin">
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<summary>
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The GUISkin to use as the base for the scalable in-game UI.
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</summary>
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</member>
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<member name="M:Fusion.FusionUnitySceneManagerUtils.GetComponents``1(UnityEngine.SceneManagement.Scene,System.Boolean)">
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<summary>
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Finds all components of type <typeparam name="T"/> in the scene.
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</summary>
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<param name="scene"></param>
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<param name="includeInactive"></param>
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<typeparam name="T"></typeparam>
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<returns></returns>
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</member>
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<member name="M:Fusion.FusionUnitySceneManagerUtils.GetComponents``1(UnityEngine.SceneManagement.Scene,System.Boolean,UnityEngine.GameObject[]@)">
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<summary>
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Finds all components of type <typeparam name="T"/> in the scene.
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</summary>
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<param name="scene"></param>
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<param name="includeInactive"></param>
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<param name="rootObjects"></param>
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<typeparam name="T"></typeparam>
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<returns></returns>
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</member>
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<member name="M:Fusion.FusionUnitySceneManagerUtils.GetComponents``1(UnityEngine.SceneManagement.Scene,System.Collections.Generic.List{``0},System.Boolean)">
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<summary>
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Finds all components of type <typeparam name="T"/> in the scene.
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</summary>
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<param name="scene"></param>
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<param name="results"></param>
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<param name="includeInactive"></param>
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<typeparam name="T"></typeparam>
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<returns></returns>
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</member>
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<member name="M:Fusion.FusionUnitySceneManagerUtils.FindComponent``1(UnityEngine.SceneManagement.Scene,System.Boolean)">
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<summary>
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Finds the first instance of type <typeparam name="T"/> in the scene. Returns null if no instance found.
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</summary>
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<param name="scene"></param>
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<param name="includeInactive"></param>
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<typeparam name="T"></typeparam>
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<returns></returns>
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</member>
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<member name="F:Fusion.NetworkSceneManagerDefault.IsSceneTakeOverEnabled">
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<summary>
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If enabled and there is an already loaded scene that matches what the scene manager has intended to load,
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that scene will be used instead and load will be avoided.
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</summary>
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</member>
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<member name="F:Fusion.NetworkSceneManagerDefault.LogSceneLoadErrors">
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<summary>
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Should all scene load errors be logged into the console? If disabled, errors can still be retrieved via the
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<see cref="P:Fusion.NetworkSceneAsyncOp.Error"/> or <see cref="M:Fusion.NetworkSceneAsyncOp.AddOnCompleted(System.Action{Fusion.NetworkSceneAsyncOp})"/>.
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</summary>
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</member>
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<member name="F:Fusion.NetworkSceneManagerDefault._allOwnedScenes">
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<summary>
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All the scenes loaded by all the managers. Used when <see cref="F:Fusion.NetworkSceneManagerDefault.IsSceneTakeOverEnabled"/> is enabled.
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</summary>
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</member>
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<member name="F:Fusion.NetworkSceneManagerDefault._multiPeerSceneRoots">
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<summary>
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In multiple peer mode, each runner maintains its own scene where all the newly loaded scenes
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are moved to. This is to make sure physics are properly sandboxed.
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</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSceneManagerDefault._runningCoroutines">
|
|
<summary>
|
|
List of running coroutines. Only one is actually executed at a time.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSceneManagerDefault._tempUnloadScene">
|
|
<summary>
|
|
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.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkSceneManagerDefault.MultiPeerScene">
|
|
<summary>
|
|
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.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.NetworkSceneManagerDefault.MultiPeerDontDestroyOnLoadRoot">
|
|
<summary>
|
|
Root for DontDestroyOnLoad objects. Instantiated on <see cref="P:Fusion.NetworkSceneManagerDefault.MultiPeerScene"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.NetworkSceneManagerDefault.AddressableScenesLabel">
|
|
<summary>
|
|
A label by which addressable scenes can be discovered.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.NetworkSceneManagerDefault.GetAddressableScenes">
|
|
<summary>
|
|
Creates a task that resolves addressable scene paths. By default, this method locates all the addressable scenes with
|
|
<see cref="F:Fusion.NetworkSceneManagerDefault.AddressableScenesLabel"/> label. Override this method to provide a custom implementation. For example, user
|
|
might want to have a pre-defined set of addressable scenes to avoid the wait:
|
|
<example><code>
|
|
protected override GetAddressableScenesResult GetAddressableScenes() {
|
|
return Task.FromResult(new string[] {
|
|
"Assets/Scenes/AddressableScene1.unity",
|
|
"Assets/Scenes/AddressableScene2.unity",
|
|
});
|
|
}
|
|
</code></example>
|
|
</summary>
|
|
<returns>A task representing resolve operation and optionally a delegate to be invoked before the task is going to be
|
|
awaited synchronously</returns>
|
|
</member>
|
|
<member name="M:Fusion.NetworkSceneManagerDefault.GetAddressableScenePathsTimeout">
|
|
<summary>
|
|
Returns the timeout for addressable scene paths to be resolved. By default, this method returns 10 seconds.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="T:Fusion.FusionBootstrap">
|
|
<summary>
|
|
A Fusion prototyping class for starting up basic networking. Add this component to your startup scene, and supply a <see cref="F:Fusion.FusionBootstrap.RunnerPrefab"/>.
|
|
Can be set to automatically startup the network, display an in-game menu, or allow simplified start calls like <see cref="M:Fusion.FusionBootstrap.StartHost"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.FusionBootstrap.StartModes">
|
|
<summary>
|
|
Selection for how <see cref="T:Fusion.FusionBootstrap"/> will behave at startup.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.FusionBootstrap.Stage">
|
|
<summary>
|
|
The current stage of connection or shutdown.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.RunnerPrefab">
|
|
<summary>
|
|
Supply a Prefab or a scene object which has the <see cref="T:Fusion.NetworkRunner"/> component on it,
|
|
as well as any runner dependent components which implement <see cref="T:Fusion.INetworkRunnerCallbacks"/>,
|
|
such as <see cref="T:Fusion.NetworkEvents"/> or your own custom INetworkInput implementations.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.StartMode">
|
|
<summary>
|
|
Select how network startup will be triggered. Automatically, by in-game menu selection, or exclusively by script.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.AutoStartAs">
|
|
<summary>
|
|
When <see cref="F:Fusion.FusionBootstrap.StartMode"/> is set to <see cref="F:Fusion.FusionBootstrap.StartModes.Automatic"/>, this option selects if the <see cref="T:Fusion.NetworkRunner"/>
|
|
will be started as a dedicated server, or as a host (which is a server with a local player).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.AutoHideGUI">
|
|
<summary>
|
|
<see cref="T:Fusion.FusionBootstrapDebugGUI"/> will not render GUI elements while <see cref="P:Fusion.FusionBootstrap.CurrentStage"/> == <see cref="F:Fusion.FusionBootstrap.Stage.AllConnected"/>.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.AutoClients">
|
|
<summary>
|
|
The number of client <see cref="T:Fusion.NetworkRunner"/> 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.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.ClientStartDelay">
|
|
<summary>
|
|
How long to wait after starting a peer before starting the next one.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.ServerPort">
|
|
<summary>
|
|
The port that server/host <see cref="T:Fusion.NetworkRunner"/> will use.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.DefaultRoomName">
|
|
<summary>
|
|
The default room name to use when connecting to photon cloud.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.InitialScenePath">
|
|
<summary>
|
|
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 <see cref="T:Fusion.FusionBootstrap"/> runs Awake().
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap._currentStage">
|
|
<summary>
|
|
Indicates which step of the startup process <see cref="T:Fusion.FusionBootstrap"/> is currently in.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.AutoConnectVirtualInstances">
|
|
<summary>
|
|
Requires Multiplayer Play Mode (MPPM) to be installed. If enabled, <see cref="T:Fusion.FusionBootstrap"/> will automatically join the virtual instance.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.FusionBootstrap.VirtualInstanceConnectDelay">
|
|
<summary>
|
|
How much to wait before the main instance lets the virtual instances connect.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.FusionBootstrap.CurrentStage">
|
|
<summary>
|
|
Indicates which step of the startup process <see cref="T:Fusion.FusionBootstrap"/> is currently in.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.FusionBootstrap.LastCreatedClientIndex">
|
|
<summary>
|
|
The index number used for the last created peer.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.FusionBootstrap.CurrentServerMode">
|
|
<summary>
|
|
The server mode that was used for initial startup. Used to inform UI which client modes should be available.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartSinglePlayer">
|
|
<summary>
|
|
Start a single player instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartServer">
|
|
<summary>
|
|
Start a server instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartHost">
|
|
<summary>
|
|
Start a host instance. This is a server instance, with a local player.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartClient">
|
|
<summary>
|
|
Start a client instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartServerPlusClients">
|
|
<summary>
|
|
Start a Fusion server instance, and the number of client instances indicated by <see cref="F:Fusion.FusionBootstrap.AutoClients"/>.
|
|
InstanceMode must be set to Multi-Peer mode, as this requires multiple <see cref="T:Fusion.NetworkRunner"/> instances.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartHostPlusClients">
|
|
<summary>
|
|
Start a Fusion host instance, and the number of client instances indicated by <see cref="F:Fusion.FusionBootstrap.AutoClients"/>.
|
|
InstanceMode must be set to Multi-Peer mode, as this requires multiple <see cref="T:Fusion.NetworkRunner"/> instances.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartServerPlusClients(System.Int32)">
|
|
<summary>
|
|
Start a Fusion server instance, and the indicated number of client instances.
|
|
InstanceMode must be set to Multi-Peer mode, as this requires multiple <see cref="T:Fusion.NetworkRunner"/> instances.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartHostPlusClients(System.Int32)">
|
|
<summary>
|
|
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 <see cref="T:Fusion.NetworkRunner"/> instances.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartMultipleClients(System.Int32)">
|
|
<summary>
|
|
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 <see cref="T:Fusion.NetworkRunner"/> instances.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionBootstrap.StartMultipleSharedClients(System.Int32)">
|
|
<summary>
|
|
Start as Room on the Photon cloud, and connects as one or more clients.
|
|
</summary>
|
|
<param name="clientCount"></param>
|
|
</member>
|
|
<member name="P:Fusion.FusionBootstrap.ShouldShowGUI">
|
|
<summary>
|
|
Only show the GUI if the StartMode is set to UserInterface and not being run in a Virtual Instance (MPPM).
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.FusionScalableIMGUI">
|
|
<summary>
|
|
In-Game IMGUI style used for the <see cref="T:Fusion.FusionBootstrapDebugGUI"/> interface.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.FusionScalableIMGUI.GetScaledSkin(UnityEngine.GUISkin,System.Single@,System.Single@,System.Int32@,System.Int32@,System.Single@)">
|
|
<summary>
|
|
Get the custom scalable skin, already resized to the current screen. Provides the height, width, padding and margin used.
|
|
</summary>
|
|
<returns></returns>
|
|
</member>
|
|
<member name="M:Fusion.FusionScalableIMGUI.ScaleGuiSkinToScreenHeight">
|
|
<summary>
|
|
Modifies a skin to make it scale with screen height.
|
|
</summary>
|
|
<param name="skin"></param>
|
|
<returns>Returns (height, width, padding, top-margin, left-box-margin) values applied to the GuiSkin</returns>
|
|
</member>
|
|
<member name="F:Fusion.NetworkObjectProviderDefault.DelayIfSceneManagerIsBusy">
|
|
<summary>
|
|
If enabled, the provider will delay acquiring a prefab instance if the scene manager is busy.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.IRunnerVisibilityRecognizedType">
|
|
<summary>
|
|
Flags a MonoBehaviour class as a RunnerVisibilityControl recognized type.
|
|
Will be included in runner visibility handling, and will be found by <see cref="T:Fusion.EnableOnSingleRunner"/> component finds.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RunnerVisibilityLink">
|
|
<summary>
|
|
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 <see cref="F:Fusion.NetworkProjectConfig.PeerModes.Multiple"/>.
|
|
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.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Fusion.RunnerVisibilityLink.PreferredRunners">
|
|
<summary>
|
|
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).
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityLink.PreferredRunners.Auto">
|
|
<summary>
|
|
The first visible runner will be used.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityLink.PreferredRunners.Server">
|
|
<summary>
|
|
The server peer/runner will be used if visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityLink.PreferredRunners.Client">
|
|
<summary>
|
|
The first client peer/runner will be used if visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityLink.PreferredRunners.InputAuthority">
|
|
<summary>
|
|
The components will only be enabled on the instance that has input authority over the NetworkObject. Unlike the other options, this expects a NetworkObject to work and it will search its children and parents for it.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityLink.PreferredRunner">
|
|
<summary>
|
|
If more than one runner instance is visible, this indicates which peer's clone of this entity should be visible.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityLink.Component">
|
|
<summary>
|
|
The associated component with this node. This Behaviour or Renderer will be enabled/disabled when its NetworkRunner.IsVisible value is changed.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Fusion.RunnerVisibilityLink.Guid">
|
|
<summary>
|
|
Guid is used for common objects (user flagged components that should only run in one instance), to identify matching clones.
|
|
</summary>
|
|
</member>
|
|
<member name="P:Fusion.RunnerVisibilityLink.DefaultState">
|
|
<summary>
|
|
Set to false to indicate that this object should remain disabled even when <see cref="!:NetworkRunner.IsVisible"/> is set to true.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Fusion.RunnerVisibilityLink.SetEnabled(System.Boolean)">
|
|
<summary>
|
|
Sets the visibility state of this node.
|
|
</summary>
|
|
<param name="enabled"></param>
|
|
</member>
|
|
</members>
|
|
</doc>
|