SpatialNetworkObject
Component
Class
This component enables a GameObject to be synchronized across the network. A network object handles synchronizing
the transform, rigidbody, and custom variables defined through visual scripting or NetworkVariables
within SpatialNetworkBehaviour
.
Network objects can be either embedded in a scene or instantiated from a prefab.
To spawn a network object for all clients, use SpatialBridge.spaceContentService.Spawn. Note that GameObject.Instantiate will only create a network object for the local client.
To despawn a network object you can simply Object.Destroy the GameObject, or use SpatialBridge.spaceContentService.DestroySpaceObject. This will despawn the object for all clients.
Properties
behaviours | |
documentationURL | |
hasControl | |
isMine | |
nestedObjects | |
networkPrefabGuid | Unique ID for the prefab that this NetworkObject is attached to. This is used to know which prefab to instantiate on other clients when this object is spawned. This is only assigned to the root NetworkObject in a prefab. |
objectFlags | |
objectID | |
ownerActorNumber | |
parentObject | |
prettyName | |
rootObject | |
sceneObjectGuid | Unique ID for NetworkObjects that are embedded in a scene. Guaranteed to be unique within the scene. |
spaceObject | |
syncFlags | |
tooltip |