![]() Doing so, in v1.0.0, can cause unexpected results and it's recommended to make sure all children are enabled in the hierarchy before spawning or despawning. If you have GameObject children, with NetworkBehaviour components attached, of a parent GameObject, with a NetworkObject component attached, you can't disable the GameObject children before spawning or despawning. See: Object Visibility for more information on this. The only way to despawn NetworkObject for a specific client is to use NetworkObject.NetworkHide. If you want to use a more client authority model, have the client with ownership invoke a ServerRpc to defer the despawning on server side. On the client side, you should never call Object.Destroy on any GameObject with a NetworkObject component attached to it (this isn't supported and will cause an exception to be thrown). ![]() If you despawn and destroy on the server then all clients will despawn and then destroy the GameObject that the NetworkObjet component is attached to. Clients will always be notified and will mirror the despawn behavior. to despawn but not destroy a NetworkObject, you should call NetworkObject.Despawn and pass false as the parameter. Only a server can despawn a NetworkObject, and the default despawn behavior is to destroy the associated GameObject. To make this the default from the editor Inspector view:Īs an alternative way, you can make the NetworkObject.DontDestroyWithOwner property default to true by setting it on the NetworkObject itself like in the above screenshot. The following is a basic example of how to spawn a network Prefab instance (with the default server ownership): In most cases, you will want to keep the NetworkObject component attached to the root GameObject of the network prefab.īy default a newly spawned network Prefab instance is owned by the server unless otherwise specified. To spawn a network prefab, you must first create an instance of the network Prefab and then invoke the spawn method on the NetworkObject component of the instance you created. Netcode uses a server authoritative networking model so spawning netcode objects can only be done on a server or host. Add your Network Prefab to the Network Prefabs List that's associated with a NetworkManager.Create a Network Prefab by creating a Prefab with a NetworkObject component attached to the root GameObject.The two steps to registering a network Prefab with a NetworkManager: You must register a Network Prefab instance with a NetworkManager via the NetworkPrefabsList. ![]() A NetworkObject component can have one or more NetworkBehaviour components assigned to it. When a NetworkBehaviour is assigned to a NetworkObject, the NetworkObject.NetworkObjectId is used to help determine which NetworkBehaviour component instance will receive an update to a NetworkVariable or where to invoke an RPC. Because nested NetworkObject components aren't permited in network prefabs, Netcode for GameObjects will notify you in the editor if you are trying to add more than one NetworkObject to a Prefab and won't allow you to do this. A caveat of the above two rules is when one of the children GameObjects also has a NetworkObject component assigned to it (a.k.a.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |