More...
|
|
static void | DestroyActiveWorlds () |
| | Destroys any active simulation worlds. This is relevant in the case where, in the lobby, we are running the local world, but when joining a NetCode session, we want to destroy it and have only client/server worlds.
|
| |
◆ SetupClientHostedLanSessionWorlds()
| void SetupClientHostedLanSessionWorlds |
( |
bool | clientIsHost | ) |
|
|
inline |
Sets up NetCode client and server worlds (depending on if client is host) for client hosted sessions.
Implements IEntityWorldService.
◆ SetupLobbyWorlds()
| void SetupLobbyWorlds |
( |
| ) |
|
|
inline |
◆ SetupOfflineSessionWorlds()
| void SetupOfflineSessionWorlds |
( |
| ) |
|
|
inline |
Sets up NetCode client and server world for use in offline sessions.
Implements IEntityWorldService.
◆ SetupServerHostedSessionWorlds()
| void SetupServerHostedSessionWorlds |
( |
| ) |
|
|
inline |
Sets up NetCode client or server world (depending on platform) for server hosted sessions.
Implements IEntityWorldService.
◆ ClientWorld
◆ LocalWorld
◆ ServerWorld
The documentation for this class was generated from the following file:
- Runtime/Lifecycle/Services/EntityWorldService.cs