Represents the cull area used for network culling.
More...
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void | OnDrawGizmos () |
| Creates the cell hierarchy in editor and draws the cell view. More...
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List< byte > | GetActiveCells (Vector3 position) |
| Gets a list of all cell IDs the player is currently inside or nearby. More...
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const int | MAX_NUMBER_OF_SUBDIVISIONS = 3 |
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readonly byte | FIRST_GROUP_ID = 1 |
| This represents the first ID which is assigned to the first created cell. If you already have some interest groups blocking this first ID, fell free to change it. However increasing the first group ID decreases the maximum amount of allowed cells. Allowed values are in range from 1 to 250. More...
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readonly int [] | SUBDIVISION_FIRST_LEVEL_ORDER = new int[4] { 0, 1, 1, 1 } |
| This represents the order in which updates are sent. The number represents the subdivision of the cell hierarchy: More...
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readonly int [] | SUBDIVISION_SECOND_LEVEL_ORDER = new int[8] { 0, 2, 1, 2, 0, 2, 1, 2 } |
| This represents the order in which updates are sent. The number represents the subdivision of the cell hierarchy: More...
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readonly int [] | SUBDIVISION_THIRD_LEVEL_ORDER = new int[12] { 0, 3, 2, 3, 1, 3, 2, 3, 1, 3, 2, 3 } |
| This represents the order in which updates are sent. The number represents the subdivision of the cell hierarchy: More...
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Vector2 | Center |
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Vector2 | Size = new Vector2(25.0f, 25.0f) |
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Vector2 [] | Subdivisions = new Vector2[MAX_NUMBER_OF_SUBDIVISIONS] |
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int | NumberOfSubdivisions |
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bool | YIsUpAxis = false |
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bool | RecreateCellHierarchy = false |
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Represents the cull area used for network culling.
◆ GetActiveCells()
List<byte> Photon.Pun.UtilityScripts.CullArea.GetActiveCells |
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Vector3 |
position | ) |
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Gets a list of all cell IDs the player is currently inside or nearby.
- Parameters
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position | The current position of the player. |
- Returns
- A list containing all cell IDs the player is currently inside or nearby.
◆ OnDrawGizmos()
void Photon.Pun.UtilityScripts.CullArea.OnDrawGizmos |
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Creates the cell hierarchy in editor and draws the cell view.
◆ Center
Vector2 Photon.Pun.UtilityScripts.CullArea.Center |
◆ FIRST_GROUP_ID
readonly byte Photon.Pun.UtilityScripts.CullArea.FIRST_GROUP_ID = 1 |
This represents the first ID which is assigned to the first created cell. If you already have some interest groups blocking this first ID, fell free to change it. However increasing the first group ID decreases the maximum amount of allowed cells. Allowed values are in range from 1 to 250.
◆ MAX_NUMBER_OF_SUBDIVISIONS
const int Photon.Pun.UtilityScripts.CullArea.MAX_NUMBER_OF_SUBDIVISIONS = 3 |
◆ NumberOfSubdivisions
int Photon.Pun.UtilityScripts.CullArea.NumberOfSubdivisions |
◆ RecreateCellHierarchy
bool Photon.Pun.UtilityScripts.CullArea.RecreateCellHierarchy = false |
◆ Size
Vector2 Photon.Pun.UtilityScripts.CullArea.Size = new Vector2(25.0f, 25.0f) |
◆ SUBDIVISION_FIRST_LEVEL_ORDER
readonly int [] Photon.Pun.UtilityScripts.CullArea.SUBDIVISION_FIRST_LEVEL_ORDER = new int[4] { 0, 1, 1, 1 } |
This represents the order in which updates are sent. The number represents the subdivision of the cell hierarchy:
- 0: message is sent to all players
- 1: message is sent to players who are interested in the matching cell of the first subdivision If there is only one subdivision we are sending one update to all players before sending three consequent updates only to players who are in the same cell or interested in updates of the current cell.
◆ SUBDIVISION_SECOND_LEVEL_ORDER
readonly int [] Photon.Pun.UtilityScripts.CullArea.SUBDIVISION_SECOND_LEVEL_ORDER = new int[8] { 0, 2, 1, 2, 0, 2, 1, 2 } |
This represents the order in which updates are sent. The number represents the subdivision of the cell hierarchy:
- 0: message is sent to all players
- 1: message is sent to players who are interested in the matching cell of the first subdivision
- 2: message is sent to players who are interested in the matching cell of the second subdivision If there are two subdivisions we are sending every second update only to players who are in the same cell or interested in updates of the current cell.
◆ SUBDIVISION_THIRD_LEVEL_ORDER
readonly int [] Photon.Pun.UtilityScripts.CullArea.SUBDIVISION_THIRD_LEVEL_ORDER = new int[12] { 0, 3, 2, 3, 1, 3, 2, 3, 1, 3, 2, 3 } |
This represents the order in which updates are sent. The number represents the subdivision of the cell hierarchy:
- 0: message is sent to all players
- 1: message is sent to players who are interested in the matching cell of the first subdivision
- 2: message is sent to players who are interested in the matching cell of the second subdivision
- 3: message is sent to players who are interested in the matching cell of the third subdivision If there are two subdivisions we are sending every second update only to players who are in the same cell or interested in updates of the current cell.
◆ Subdivisions
◆ YIsUpAxis
bool Photon.Pun.UtilityScripts.CullArea.YIsUpAxis = false |
◆ CellCount
int Photon.Pun.UtilityScripts.CullArea.CellCount |
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get |
◆ CellTree
CellTree Photon.Pun.UtilityScripts.CullArea.CellTree |
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get |
◆ Map
Dictionary<int, GameObject> Photon.Pun.UtilityScripts.CullArea.Map |
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get |
The documentation for this class was generated from the following file:
- 3rd-Party/Photon/PhotonUnityNetworking/UtilityScripts/Culling/CullArea.cs