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Class RollbackManager

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
RollbackManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
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UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Component.ColliderRollback
Assembly: FishNet.Runtime.dll
Syntax
public class RollbackManager : MonoBehaviour

Methods

Return()

Returns all ColliderRollback objects back to their original position.

Declaration
public void Return()

Rollback(PreciseTick, RollbackPhysicsType, Boolean)

Rolls back all colliders.

Declaration
public void Rollback(PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Int32, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back all colliders in a scene.

Declaration
public void Rollback(int sceneHandle, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
System.Int32 sceneHandle

Scene handle containing colliders.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Int32, Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back colliders hit by a test cast against bounding boxes, in a specific scene.

Declaration
public void Rollback(int sceneHandle, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
System.Int32 sceneHandle

Scene handle containing colliders.

UnityEngine.Vector3 origin

Ray origin.

UnityEngine.Vector3 normalizedDirection

Direction to cast.

System.Single distance

Distance of cast.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Int32, Vector3, Vector3, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(int, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(int sceneHandle, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
System.Int32 sceneHandle
UnityEngine.Vector3 origin
UnityEngine.Vector3 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Rollback(Scene, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back all colliders in a scene.

Declaration
public void Rollback(Scene scene, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene containing colliders.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Scene, Vector2, Vector2, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(Scene, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics2D, bool) instead.")]
public void Rollback(Scene scene, Vector2 origin, Vector2 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene
UnityEngine.Vector2 origin
UnityEngine.Vector2 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Rollback(Scene, Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back colliders hit by a test cast against bounding boxes, in a specific scene.

Declaration
public void Rollback(Scene scene, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene containing colliders.

UnityEngine.Vector3 origin

Ray origin.

UnityEngine.Vector3 normalizedDirection

Direction to cast.

System.Single distance

Distance of cast.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Scene, Vector3, Vector3, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(Scene, Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(Scene scene, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene
UnityEngine.Vector3 origin
UnityEngine.Vector3 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Rollback(Vector2, Vector2, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics2D, bool) instead.")]
public void Rollback(Vector2 origin, Vector2 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.Vector2 origin
UnityEngine.Vector2 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost

Rollback(Vector3, Vector3, Single, PreciseTick, RollbackPhysicsType, Boolean)

Rolls back colliders hit by a test cast against bounding boxes.

Declaration
public void Rollback(Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.Vector3 origin

Ray origin.

UnityEngine.Vector3 normalizedDirection

Direction to cast.

System.Single distance

Distance of cast.

PreciseTick pt

Precise tick received from the client.

RollbackPhysicsType physicsType

Type of physics to rollback; this is often what your casts will use.

System.Boolean asOwnerAndClientHost

True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.

Rollback(Vector3, Vector3, Single, PreciseTick, Boolean)

Declaration
[Obsolete("Use Rollback(Vector3, Vector3, float, PreciseTick, RollbackPhysicsType.Physics, bool) instead.")]
public void Rollback(Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwnerAndClientHost = false)
Parameters
Type Name Description
UnityEngine.Vector3 origin
UnityEngine.Vector3 normalizedDirection
System.Single distance
PreciseTick pt
System.Boolean asOwnerAndClientHost
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