773 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
		
		
			
		
	
	
			773 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
|  | <?xml version="1.0"?> | ||
|  | <doc> | ||
|  |     <assembly> | ||
|  |         <name>Fusion.Unity</name> | ||
|  |     </assembly> | ||
|  |     <members> | ||
|  |         <member name="F:Fusion.NetworkRunnerVisibilityExtensions.RecognizedBehaviourNames"> | ||
|  |             <summary> | ||
|  |             Types that fusion.runtime isn't aware of, which need to be found using names instead. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.NetworkRunnerVisibilityExtensions.AddVisibilityNodes(Fusion.NetworkRunner,UnityEngine.GameObject)"> | ||
|  |             <summary> | ||
|  |             Find all component types that contribute to a scene rendering, and associate them with a <see cref="T:Fusion.RunnerVisibilityLink"/> component,  | ||
|  |             and add them to the runner's list of visibility nodes. | ||
|  |             </summary> | ||
|  |             <param name="go"></param> | ||
|  |             <param name="runner"></param> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.NetworkRunnerVisibilityExtensions.RefreshRunnerVisibility(Fusion.NetworkRunner,System.Boolean)"> | ||
|  |             <summary> | ||
|  |             Reapplies a runner's IsVisibile setting to all of its registered visibility nodes. | ||
|  |             </summary> | ||
|  |             <param name="runner"></param> | ||
|  |             <param name="refreshCommonObjects"></param> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.NetworkRunnerVisibilityExtensions.CommonObjectLookup"> | ||
|  |             <summary> | ||
|  |             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. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="P:Fusion.Statistics.FusionNetworkObjectStatsGraphCombine.NetworkObjectID"> | ||
|  |             <summary> | ||
|  |             Gets the unique identifier of the network object. | ||
|  |             </summary> | ||
|  |             <value> | ||
|  |             The network object identifier. | ||
|  |             </value> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.Statistics.CanvasAnchor"> | ||
|  |             <summary> | ||
|  |             The side to attach the statistics panel anchor. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.FusionStatistics._statsEnabled"> | ||
|  |             <summary> | ||
|  |             Flags controlling which Mecanim data will be synced. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="P:Fusion.Statistics.FusionStatistics.IsPanelActive"> | ||
|  |             <summary> | ||
|  |             Gets a value indicating whether the statistics panel is active. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.Statistics.FusionStatistics.SetStatsCustomConfig(System.Collections.Generic.List{Fusion.Statistics.FusionStatistics.FusionStatisticsStatCustomConfig})"> | ||
|  |             <summary> | ||
|  |             Sets the custom configuration for Fusion Statistics. | ||
|  |             </summary> | ||
|  |             <param name="customConfig">The list of custom configurations for Fusion Statistics.</param> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.Statistics.FusionStatistics.SetCanvasAnchor(Fusion.Statistics.CanvasAnchor)"> | ||
|  |             <summary> | ||
|  |             Sets the anchor position of the Fusion Statistics canvas. | ||
|  |             </summary> | ||
|  |             <param name="anchor">The anchor position of the canvas (TopLeft or TopRight).</param> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.Statistics.FusionStatistics.OnEditorChange"> | ||
|  |             <summary> | ||
|  |             Called from a custom editor script. | ||
|  |             Will update any editor information into the fusion statistics. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.Statistics.FusionStatistics.SetupStatisticsPanel"> | ||
|  |             <summary> | ||
|  |             Sets up the statistics panel for Fusion statistic tracking. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.Statistics.FusionStatistics.SetWorldAnchor(Fusion.Statistics.FusionStatsWorldAnchor,System.Single)"> | ||
|  |             <summary> | ||
|  |             Sets the world anchor for Fusion Statistics. Set null to return to screen space overlay. | ||
|  |             </summary> | ||
|  |             <param name="anchor">The FusionStatsWorldAnchor component that defines the anchor object. Null to return to screen space overlay.</param> | ||
|  |             <param name="scale">The scale of the statistics panel.</param> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.Statistics.FusionStatistics.DestroyStatisticsPanel"> | ||
|  |             <summary> | ||
|  |             Destroys the statistics panel. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.Statistics.RenderSimStats"> | ||
|  |             <summary> | ||
|  |             List of all simulation stats able to render on a graph. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.InPackets"> | ||
|  |             <summary> | ||
|  |             Incoming packets. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.OutPackets"> | ||
|  |             <summary> | ||
|  |             Outgoing packets. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.RTT"> | ||
|  |             <summary> | ||
|  |             Round Trip Time. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.InBandwidth"> | ||
|  |             <summary> | ||
|  |             In Bandwidth in Bytes. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.OutBandwidth"> | ||
|  |             <summary> | ||
|  |             Out Bandwidth in Bytes. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.Resimulations"> | ||
|  |             <summary> | ||
|  |             Amount of re-simulation ticks executed. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.ForwardTicks"> | ||
|  |             <summary> | ||
|  |             Amount of forward ticks executed. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.InputReceiveDelta"> | ||
|  |             <summary> | ||
|  |             Average measured time between two input/state packets (from same client) received by the server. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.TimeResets"> | ||
|  |             <summary> | ||
|  |             Time sync abruptly reset count. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.StateReceiveDelta"> | ||
|  |             <summary> | ||
|  |             Average measured time between two state packets (from server) received by the client. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.SimulationTimeOffset"> | ||
|  |             <summary> | ||
|  |             Average buffering for prediction. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.SimulationSpeed"> | ||
|  |             <summary> | ||
|  |             How much the simulation is currently sped up / slowed down. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.InterpolationOffset"> | ||
|  |             <summary> | ||
|  |             Average buffering for interpolation. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.InterpolationSpeed"> | ||
|  |             <summary> | ||
|  |             How much interpolation is currently sped up / slowed down. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.InputInBandwidth"> | ||
|  |             <summary> | ||
|  |             Input in bandwidth. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.InputOutBandwidth"> | ||
|  |             <summary> | ||
|  |             Input out bandwidth. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.AverageInPacketSize"> | ||
|  |             <summary> | ||
|  |             Average size for received packet. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.AverageOutPacketSize"> | ||
|  |             <summary> | ||
|  |             Average size for sent packet. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.InObjectUpdates"> | ||
|  |             <summary> | ||
|  |             Amount of object updates received. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.OutObjectUpdates"> | ||
|  |             <summary> | ||
|  |             Amount of object updates sent. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.ObjectsAllocatedMemoryInUse"> | ||
|  |             <summary> | ||
|  |             Memory in use for the object allocator. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.GeneralAllocatedMemoryInUse"> | ||
|  |             <summary> | ||
|  |             Memory in use for the general allocator. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.ObjectsAllocatedMemoryFree"> | ||
|  |             <summary> | ||
|  |             Memory free for the object allocator. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.GeneralAllocatedMemoryFree"> | ||
|  |             <summary> | ||
|  |             Memory free for the general allocator. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.WordsWrittenCount"> | ||
|  |             <summary> | ||
|  |             Amount of written words. How many networked changes are being sent. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.WordsWrittenSize"> | ||
|  |             <summary> | ||
|  |             Size of all last written words in Bytes. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.WordsReadCount"> | ||
|  |             <summary> | ||
|  |             Amount of read words. How many networked changes are being received. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.Statistics.RenderSimStats.WordsReadSize"> | ||
|  |             <summary> | ||
|  |             Size of all last read words in Bytes. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.FusionBasicBillboard"> | ||
|  |             <summary> | ||
|  |             Component which automatically faces this GameObject toward the supplied Camera. If Camera == null, will face towards Camera.main. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionBasicBillboard.Camera"> | ||
|  |             <summary> | ||
|  |             Force a particular camera to billboard this object toward. Leave null to use Camera.main. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.EnableOnSingleRunner"> | ||
|  |             <summary> | ||
|  |             Automatically adds a <see cref="T:Fusion.RunnerVisibilityLink"/> for each indicated component.  | ||
|  |             These indicated components will be limited to no more than one enabled instance when running in Multi-Peer mode. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.EnableOnSingleRunner.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.EnableOnSingleRunner.Components"> | ||
|  |             <summary> | ||
|  |             Collection of components that will be marked for Multi-Peer mode as objects that should only have one enabled instance. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.EnableOnSingleRunner._guid"> | ||
|  |             <summary> | ||
|  |             Prefix for the GUIDs of <see cref="T:Fusion.RunnerVisibilityLink"/> components which are added at runtime. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.EnableOnSingleRunner.AddNodes(System.Collections.Generic.List{Fusion.RunnerVisibilityLink})"> | ||
|  |             <summary> | ||
|  |             At runtime startup, this adds a <see cref="T:Fusion.RunnerVisibilityLink"/> for each component reference to this GameObject. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.EnableOnSingleRunner.FindRecognizedTypes"> | ||
|  |             <summary> | ||
|  |             Finds visual/audio components on this GameObject, and adds them to the Components collection. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.EnableOnSingleRunner.FindNestedRecognizedTypes"> | ||
|  |             <summary> | ||
|  |             Finds visual/audio nested components on this GameObject and its children, and adds them to the Components collection. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionUnityLogger.UseGlobalPrefix"> | ||
|  |             <summary> | ||
|  |             If true, all messages will be prefixed with [Fusion] tag | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionUnityLogger.UseColorTags"> | ||
|  |             <summary> | ||
|  |             If true, some parts of messages will be enclosed with <color> tags. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionUnityLogger.AddHashCodePrefix"> | ||
|  |             <summary> | ||
|  |             If true, each log message that has a source parameter will be prefixed with a hash code of the source object.  | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionUnityLogger.GlobalPrefixColor"> | ||
|  |             <summary> | ||
|  |             Color of the global prefix (see <see cref="F:Fusion.FusionUnityLogger.UseGlobalPrefix"/>). | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionUnityLogger.MinRandomColor"> | ||
|  |             <summary> | ||
|  |             Min Random Color | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionUnityLogger.MaxRandomColor"> | ||
|  |             <summary> | ||
|  |             Max Random Color | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionUnityLogger.ServerColor"> | ||
|  |             <summary> | ||
|  |             Server Color | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.RunnerEnableVisibility"> | ||
|  |             <summary> | ||
|  |               When running in Multi-Peer mode, this component automatically will register the associated | ||
|  |               <see cref="T:Fusion.NetworkRunner" /> with <see cref="T:Fusion.NetworkRunnerVisibilityExtensions" />, | ||
|  |               and will automatically attach loaded scene objects and spawned objects with the peers visibility handling. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.RunnerAOIGizmos"> | ||
|  |             <summary> | ||
|  |             Add this Component to the NetworkRunner Prefab or GameObject. If Interest Management is enabled in NetworkProjectConfig ReplicationFeatures, | ||
|  |             gizmos will be shown that indicate active Area Of Interest cells. These gizmos are currently NOT applicable to Shared Mode and will only | ||
|  |             render for the Server/Host peer. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.RunnerVisibilityLinksRoot"> | ||
|  |             <summary> | ||
|  |             Flag component which indicates a NetworkObject has already been factored into a Runner's VisibilityNode list. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.FusionMppmStatus"> | ||
|  |             <summary> | ||
|  |             The current status of MPPM. If the package is not enabled, this will always be <see cref="F:Fusion.FusionMppmStatus.Disabled"/>. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionMppmStatus.Disabled"> | ||
|  |             <summary> | ||
|  |             MPPM is not installed. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionMppmStatus.MainInstance"> | ||
|  |             <summary> | ||
|  |             This instance is the main instance. Can use <see cref="M:Fusion.FusionMppm.Send``1(``0)"/> to send commands. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionMppmStatus.VirtualInstance"> | ||
|  |             <summary> | ||
|  |             This instance is a virtual instance. Will receive commands from the main instance. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.FusionMppm"> | ||
|  |             <summary> | ||
|  |             Support for Multiplayer Play Mode (MPPM). It uses named pipes | ||
|  |             to communicate between the main Unity instance and virtual instances. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionMppm.Status"> | ||
|  |             <summary> | ||
|  |             The current status of MPPM. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionMppm.MainEditor"> | ||
|  |             <summary> | ||
|  |             If <see cref="F:Fusion.FusionMppm.Status"/> is <see cref="F:Fusion.FusionMppmStatus.MainInstance"/>, this static field can be used to send commands. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.FusionMppm.Send``1(``0)"> | ||
|  |             <summary> | ||
|  |             Sends a command to all virtual instances. Use as: | ||
|  |             <code>FusionMppm.MainEditor?.Send</code> | ||
|  |             </summary> | ||
|  |             <param name="data"></param> | ||
|  |             <typeparam name="T"></typeparam> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.FusionMppmCommand"> | ||
|  |             <summary> | ||
|  |             The base class for all Fusion MPPM commands. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.FusionMppmCommand.Execute"> | ||
|  |             <summary> | ||
|  |             Execute the command on a virtual instance. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="P:Fusion.FusionMppmCommand.NeedsAck"> | ||
|  |             <summary> | ||
|  |             Does the main instance need to wait for an ack? | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="P:Fusion.FusionMppmCommand.PersistentKey"> | ||
|  |             <summary> | ||
|  |             If the command is persistent (i.e. needs to be executed on each domain reload), this key is used to store it. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="T:Fusion.FusionBootstrapDebugGUI"> | ||
|  |             <summary> | ||
|  |             Companion component for <see cref="T:Fusion.FusionBootstrap"/>. Automatically added as needed for rendering in-game networking IMGUI. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionBootstrapDebugGUI.EnableHotkeys"> | ||
|  |             <summary> | ||
|  |             When enabled, the in-game user interface buttons can be activated with the keys H (Host), S (Server) and C (Client). | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.FusionBootstrapDebugGUI.BaseSkin"> | ||
|  |             <summary> | ||
|  |             The GUISkin to use as the base for the scalable in-game UI. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.FusionUnitySceneManagerUtils.GetComponents``1(UnityEngine.SceneManagement.Scene,System.Boolean)"> | ||
|  |             <summary> | ||
|  |             Finds all components of type <typeparam name="T"/> in the scene. | ||
|  |             </summary> | ||
|  |             <param name="scene"></param> | ||
|  |             <param name="includeInactive"></param> | ||
|  |             <typeparam name="T"></typeparam> | ||
|  |             <returns></returns> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.FusionUnitySceneManagerUtils.GetComponents``1(UnityEngine.SceneManagement.Scene,System.Boolean,UnityEngine.GameObject[]@)"> | ||
|  |             <summary> | ||
|  |             Finds all components of type <typeparam name="T"/> in the scene. | ||
|  |             </summary> | ||
|  |             <param name="scene"></param> | ||
|  |             <param name="includeInactive"></param> | ||
|  |             <param name="rootObjects"></param> | ||
|  |             <typeparam name="T"></typeparam> | ||
|  |             <returns></returns> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.FusionUnitySceneManagerUtils.GetComponents``1(UnityEngine.SceneManagement.Scene,System.Collections.Generic.List{``0},System.Boolean)"> | ||
|  |             <summary> | ||
|  |             Finds all components of type <typeparam name="T"/> in the scene. | ||
|  |             </summary> | ||
|  |             <param name="scene"></param> | ||
|  |             <param name="results"></param> | ||
|  |             <param name="includeInactive"></param> | ||
|  |             <typeparam name="T"></typeparam> | ||
|  |             <returns></returns> | ||
|  |         </member> | ||
|  |         <member name="M:Fusion.FusionUnitySceneManagerUtils.FindComponent``1(UnityEngine.SceneManagement.Scene,System.Boolean)"> | ||
|  |             <summary> | ||
|  |             Finds the first instance of type <typeparam name="T"/> in the scene. Returns null if no instance found. | ||
|  |             </summary> | ||
|  |             <param name="scene"></param> | ||
|  |             <param name="includeInactive"></param> | ||
|  |             <typeparam name="T"></typeparam> | ||
|  |             <returns></returns> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.NetworkSceneManagerDefault.IsSceneTakeOverEnabled"> | ||
|  |             <summary> | ||
|  |             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. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.NetworkSceneManagerDefault.LogSceneLoadErrors"> | ||
|  |             <summary> | ||
|  |             Should all scene load errors be logged into the console? If disabled, errors can still be retrieved via the | ||
|  |             <see cref="P:Fusion.NetworkSceneAsyncOp.Error"/> or <see cref="M:Fusion.NetworkSceneAsyncOp.AddOnCompleted(System.Action{Fusion.NetworkSceneAsyncOp})"/>. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.NetworkSceneManagerDefault._allOwnedScenes"> | ||
|  |             <summary> | ||
|  |             All the scenes loaded by all the managers. Used when <see cref="F:Fusion.NetworkSceneManagerDefault.IsSceneTakeOverEnabled"/> is enabled. | ||
|  |             </summary> | ||
|  |         </member> | ||
|  |         <member name="F:Fusion.NetworkSceneManagerDefault._multiPeerSceneRoots"> | ||
|  |             <summary> | ||
|  |             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. | ||
|  |             </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> |