NetComponent

Component representing the networked game object.  This handles network data propagation and script events both locally and remotely

Summary
NetComponentComponent representing the networked game object.
Functions
NKSetBodyInterpolationModeRemote Clients only: Set the interpolation mode that should be used for this object when receiving data from the server
NKForcePlayerRelevancyServer only: Force this game object to be relevant to a specified player
NKForceGlobalRelevancyServer only: Force this game object to be relevant to all players
NKDisableAutoRelevancyServer only: Do not do any automatic checks (like distance) to know if this object should be sent to a remote client or not.
NKSetPlayerDivertedRelevancyServer only: Divert the relevancy of this object to that of a player’s relevancy
NKSetObjectDivertedRelevancyServer only: Divert the relevancy of this object to that of another networked gameobject.
NKRemoveDivertedRelevancyServer only: Remove any previously set diverted relevancy settings
NKSetShouldSerializeTransformServer only: A flag to control whether or not transform information needs to be sent about this particular object (position, orientation, velocities, etc) This is true for most cases.

Functions

NKSetBodyInterpolationMode

Remote Clients only: Set the interpolation mode that should be used for this object when receiving data from the server

Parameters

enumthe interpolation mode to be set
INTERP_NONE,        -- No interpolation at all, simple snap-to functionality when receiving an update from the server
INTERP_LINEAR,      -- straight linear interpolation (default for most AI characters)
INTERP_KINEMATIC,   -- kinematic interpolation with extrapolation (default for most objects)
INTERP_PLAYER,      -- state based movement synchronization (default for players)
INTERP_IGNORE       -- same as INTERP_NONE

NKForcePlayerRelevancy

Server only: Force this game object to be relevant to a specified player

Parameters

WorldPlayerthe player to force knowledge of this game object to
booltrue to force this object to the player, false to not force this object to the player

NKForceGlobalRelevancy

Server only: Force this game object to be relevant to all players

Parameters

booltrue whether or not this object should be known to all players or not

NKDisableAutoRelevancy

Server only: Do not do any automatic checks (like distance) to know if this object should be sent to a remote client or not.  Only rely on the force flags

Parameters

booltrue whether or not automatic relevancy checks should be turned off for this object

NKSetPlayerDivertedRelevancy

Server only: Divert the relevancy of this object to that of a player’s relevancy

Parameters

WorldPlayerthe player to divert relevancy checks to

NKSetObjectDivertedRelevancy

Server only: Divert the relevancy of this object to that of another networked gameobject.  Noop if the provided gameobject is not networked.

Parameters

GameObjectthe networked gameobject to divert relevancy checks to

NKRemoveDivertedRelevancy

Server only: Remove any previously set diverted relevancy settings

NKSetShouldSerializeTransform

Server only: A flag to control whether or not transform information needs to be sent about this particular object (position, orientation, velocities, etc) This is true for most cases.

Parameters

boolFlag the serialize algorithm to process transform information or not
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