| Active |
Is this object networked |
| AlwaysTransmit |
Determines whether updates for this networked object are always transmitted to clients. Otherwise,
they are only transmitted when the object is determined as visible to each client. |
| CreatorId |
The Id of the create of this object |
| Interpolation |
Whether the networked object's transform is interpolated. |
| IsCreator |
Are we the creator of this network object |
| IsOwner |
Are we the owner of this network object |
| IsProxy |
Is this object a network proxy. A network proxy is a network object that is not being simulated on the local pc.
This means it's either owned by no-one and is being simulated by the host, or owned by another client. |
| NetworkOrphaned |
Determines what happens when the owner disconnects. |
| Owner |
Try to get the connection that owns this object. This can and will return null
if we don't have information for this connection. |
| OwnerConnectionobsolete |
Try to get the connection that owns this object. This can and will return null
if we don't have information for this connection. |
| OwnerId |
The Id of the owner of this object |
| OwnerTransfer |
Who can control ownership of this networked object? |
| RootGameObject |
Get the GameObject that is the root of this network object |
| AssignOwnership |
Set the owner of this object to the specified Sandbox.Connection.
<br /><br />
Note: whether you can assign ownership of this object depends on the
Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object. |
| ClearInterpolation |
<inheritdoc cref="M:Sandbox.GameTransform.ClearInterpolation" /> |
| DisableInterpolation |
Disable interpolation for the networked object's transform. |
| DropOwnership |
Stop being the owner of this object. Will clear the owner so the object becomes
controlled by the server, and owned by no-one.
<br /><br />
Note: whether you can drop ownership of this object depends on the
Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object. |
| EnableInterpolation |
Enable interpolation for the networked object's transform. |
| Refresh |
Send a complete refresh snapshot of this networked object to other clients. This is useful if you have
made vast changes to components or children. |
| SetOrphanedMode |
Set what happens to this networked object when the owner disconnects. |
| SetOwnerTransfer |
Set who can control ownership of this networked object. Only the current owner can change this. |
| Spawnobsolete |
<inheritdoc cref="M:Sandbox.GameObject.NetworkSpawn" /> |
| TakeOwnership |
Become the network owner of this object.
<br /><br />
Note: whether you can take ownership of this object depends on the
Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object. |