UNetPooling Methods |
[This is preliminary documentation and is subject to change.]
The UNetPooling type exposes the following members.
Name | Description | |
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CreatePoolsForNetworkedPrefabs |
Creates new pools using the default settings, for every prefab currently registered with ClientScene with pooling support.
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Equals | (Inherited from Object.) | |
Finalize | (Inherited from Object.) | |
GetHashCode | (Inherited from Object.) | |
GetType | (Inherited from Object.) | |
MemberwiseClone | (Inherited from Object.) | |
RegisterNetworkedPrefabsForAllPools |
Registers all prefabs from pools attached to the manager with the UNET spawning system, with pooling support.
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RegisterSpawnHandler(GameObject) |
Registers the specified prefab with the UNET spawning system, with pooling support.
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RegisterSpawnHandler(NetworkHash128) |
Registers the asset with the specified asset ID with the UNET spawning system, with pooling support.
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RegisterSpawnHandlers |
Registers pooling-based spawn handlers for all prefabs that have been registered with ClientScene.
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SpawnHandler |
Spawns a GameObject that's been registered with ClientScene, with pooling support.
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ToString | (Inherited from Object.) | |
UnspawnHandler |
Despawns a GameObject, with pooling support.
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