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NetworkBreakObject

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Parameter Definitions

Select the parameter name from below to jump directly to it on this page.

dropPoint
dropPrefab
holder
prefabName
syncCrossScenes


dropPoint

Used by ‘DropObject’ function. Will drop the networked object at this position and rotation

Exposed Value Type Default Value
protected Transform null

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dropPrefab

Whether or not you want to drop a network prefab from the ‘Resources’ folder when this is broken.

Exposed Value Type Default Value
public bool false

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holder

The object to track the position of.

Exposed Value Type Default Value
protected Transform null

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prefabName

The name of the prefab that lives in the resources folder that you want to drop.

Exposed Value Type Default Value
protected string ””

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syncCrossScenes

Whether or not you want to sync the break object action across unity scenes.

Exposed Value Type Default Value
protected bool true

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Function Definitions

Select the function name from below to jump directly to it on this page.

BreakObject
DropObject
SceneBreak


public virtual void BreakObject()

Will sent the SceneBreak function and BroadcastData fucntion to everyone that enters this photon room that joins the photon session. This makes it a persistant action that spans across all Unity scenes.

Expose Value Overrideable Returns
public True Does not return anything

No parameters

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protected virtual void DropObject()

Calls the NetworkInstantiatePersistantPrefab from the NetworkManager to instantiate a prefab from the Resources folder for everyone in the Photon room.

Expose Value Overrideable Returns
protected True Does not return anything

No parameters

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public virtual void SceneBreak()

Sends the SendNetworkBreakObject RPC as buffered to everyone, including yourself. (Breaks the object)

Expose Value Overrideable Returns
public True Does not return anything

No parameters

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