Base Project

This commit is contained in:
Hazim Bin Ijaz 2025-06-30 16:51:24 +05:00
parent 483389927a
commit 70652d43a6
2549 changed files with 914889 additions and 0 deletions

6
.vsconfig Normal file
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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using UnityEngine;
using Fusion.CloudServices;
public class LogRegion : MonoBehaviour
{
void Start()
{
// Adjust the path if your asset lives elsewhere
var settings = Resources.Load<AppSettings>("Photon Fusion App Settings");
Debug.Log($"Fixed Region = {settings.FixedRegion}");
}
}

11
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using UnityEngine;
using UnityEngine.UI;
using System.Net;
using System.Net.Sockets;
public class MultiplayerMenuManager : MonoBehaviour
{
[Header("UI Panels")]
public GameObject hostPopup;
public GameObject joinPopup;
[Header("Host Popup Elements")]
public Text hostIPText;
[Header("Join Popup Elements")]
public InputField joinIPInput;
// === Called when HOST button is clicked ===
public void OnClick_Host()
{
string localIP = GetLocalIPAddress();
hostIPText.text = "Your IP: " + localIP;
hostPopup.SetActive(true); // Just show popup for now
}
public void OnClick_HostConfirm()
{
//NetworkManager.singleton.StartHost(); // Actually starts the host now
}
// === Called when JOIN button is clicked ===
public void OnClick_Join()
{
joinPopup.SetActive(true);
}
// === Called when JOIN > START is clicked ===
public void OnClick_JoinConfirm()
{
string ip = joinIPInput.text.Trim();
//if (!string.IsNullOrEmpty(ip))
//{
// NetworkManager.singleton.networkAddress = ip;
// NetworkManager.singleton.StartClient();
//}
}
// === Close popups ===
public void OnClick_CloseAllPopups()
{
hostPopup.SetActive(false);
joinPopup.SetActive(false);
}
// === Utility: Get local IP for LAN ===
private string GetLocalIPAddress()
{
string localIP = "Unavailable";
try
{
var host = Dns.GetHostEntry(Dns.GetHostName());
foreach (var ip in host.AddressList)
{
if (ip.AddressFamily == AddressFamily.InterNetwork)
{
localIP = ip.ToString();
break;
}
}
}
catch { }
return localIP;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Fusion;
using System.Linq;
using System.Threading.Tasks;
using Fusion.Sockets;
using System;
public class NetworkRunnerHandler : MonoBehaviour
{
//public NetworkRunner networkRunnerPrefab;
//NetworkRunner networkRunner;
//private void Awake()
//{
// NetworkRunner networkRunnerInScene = FindObjectOfType<NetworkRunner>();
// if (networkRunnerInScene != null)
// {
// networkRunner = networkRunnerInScene;
// }
//}
//private void Start()
//{
// //if (networkRunner == null)
// //{
// // networkRunner = Instantiate(networkRunnerPrefab);
// // networkRunner.name = "Network Runner";
// // var clientTask=InitializeNetworkRunner()
// // }
//}
//public void StartHostMigration(HostMigrationToken hostMigrationToken)
//{
// networkRunner=Instantiate(networkRunnerPrefab);
// networkRunner.name = "Network Runner - Migrated";
// var clientTask=InitializeNetworkRunnerHostMigration(networkRunner,hostMigrationToken);
//}
//protected virtual Task InitializeNetworkRunnerHostMigration(NetworkRunner runner,HostMigrationToken hostMigrationToken)
//{
// var sceneManager = GetSceneManager(runner);
// runner.ProvideInput = true;
// return runner.StartGame(new StartGameArgs
// {
// SceneManager = sceneManager,
// HostMigrationToken = hostMigrationToken,
// HostMigrationResume = HostMigrationResume,
// });
//}
//INetworkSceneManager GetSceneManager(NetworkRunner runner)
//{
// var sceneManager=runner.GetComponents(typeof(MonoBehaviour)).OfType<INetworkSceneManager>().FirstOrDefault();
// if (sceneManager == null)
// {
// sceneManager=runner.gameObject.AddComponent<NetworkSceneManagerDefault>();
// }
// return sceneManager;
//}
//protected virtual Task InitializeNetworkRunner(NetworkRunner runner, GameMode gameMode,string sessionName, byte[] connectionToken, NetAddress address, SceneRef scene, Action<NetworkRunner> action)
//{
// var sceneManager=GetSceneManager(runner);
// runner.ProvideInput = true;
// return runner.StartGame(new StartGameArgs
// {
// GameMode=gameMode,
// Address=address,
// Scene=scene,
// SessionName=sessionName,
// SceneManager=sceneManager,
// CustomLobbyName="OurLobbyId",
// ConnectionToken=connectionToken,
// });
//}
}

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#if FUSION_WEAVER && FUSION_WEAVER_ILPOSTPROCESSOR
namespace Fusion.CodeGen {
partial class ILWeaverSettings {
static partial void OverrideNetworkProjectConfigPath(ref string path) {
}
}
}
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Copyright 2016 The Oswald Project Authors (https://github.com/googlefonts/OswaldFont)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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<?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 &lt;color&gt; 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>

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