public class Sandbox.GameObject.NetworkAccessor
Constructors
Showing 1 constructors
public NetworkAccessor(Sandbox.GameObject o)
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Methods
Showing 13 methods
public bool AssignOwnership(Sandbox.Connection channel)
Set the owner of this object to the specified `Sandbox.Connection`. Note: whether you can assign ownership of this object depends on the `Sandbox.GameObject.NetworkAccessor.OwnerTransfer` of this networked object.
Exceptions
| Exception | Condition |
|---|---|
ArgumentNullException | `channel` cannot be null. To clear owner, use `Sandbox.GameObject.NetworkAccessor.DropOwnership` instead. |
public bool ClearInterpolation()
public bool DisableInterpolation()Obsolete
Disable interpolation for the networked object's transform. Obsolete: 09/12/2025
Obsolete: Use Interpolation Property
public bool DropOwnership()
Stop being the owner of this object. Will clear the owner so the object becomes controlled by the server, and owned by no-one. Note: whether you can drop ownership of this object depends on the `Sandbox.GameObject.NetworkAccessor.OwnerTransfer` of this networked object.
public bool EnableInterpolation()Obsolete
Enable interpolation for the networked object's transform. Obsolete: 09/12/2025
Obsolete: Use Interpolation Property
public bool SetOrphanedMode(Sandbox.NetworkOrphaned action)
Set what happens to this networked object when the owner disconnects.
public bool SetOwnerTransfer(Sandbox.OwnerTransfer option)
Set who can control ownership of this networked object. Only the current owner can change this.
public bool TakeOwnership()
Become the network owner of this object. Note: whether you can take ownership of this object depends on the `Sandbox.GameObject.NetworkAccessor.OwnerTransfer` of this networked object.
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Properties
Showing 14 properties
public bool Sandbox.GameObject.NetworkAccessor.Active { get; set; }
Is this object networked?
public bool Sandbox.GameObject.NetworkAccessor.AlwaysTransmit { get; set; }
Determines whether updates for this networked object are always transmitted to clients. Otherwise, they are only transmitted when the object is determined as visible to each client.
public System.Guid Sandbox.GameObject.NetworkAccessor.CreatorId { get; set; }
The Id of the creator of this object
public Sandbox.NetworkFlags Sandbox.GameObject.NetworkAccessor.Flags { get; set; }
Network flags which describe the behavior of this networked object. Can only be changed by the host after the networked object has been spawned.
public bool Sandbox.GameObject.NetworkAccessor.Interpolation { get; set; }
Whether the networked object's transform is interpolated.
public bool Sandbox.GameObject.NetworkAccessor.IsCreator { get; set; }
Are we the creator of this network object
public bool Sandbox.GameObject.NetworkAccessor.IsOwner { get; set; }
Are we the owner of this network object?
public bool Sandbox.GameObject.NetworkAccessor.IsProxy { get; set; }
Is this object a network proxy? A network proxy is a network object that is not being simulated on the local pc. This means it's either owned by no-one and is being simulated by the host or owned by another client.
public Sandbox.NetworkOrphaned Sandbox.GameObject.NetworkAccessor.NetworkOrphaned { get; set; }
Determines what happens when the owner disconnects.
public Sandbox.Connection Sandbox.GameObject.NetworkAccessor.Owner { get; set; }
Try to get the connection that owns this object. This can and will return null if we don't have information for this connection.
public Sandbox.Connection Sandbox.GameObject.NetworkAccessor.OwnerConnection { get; set; }Obsolete
Try to get the connection that owns this object. This can and will return null if we don't have information for this connection.
Obsolete: Moved to Owner
public System.Guid Sandbox.GameObject.NetworkAccessor.OwnerId { get; set; }
The Id of the owner of this object
public Sandbox.OwnerTransfer Sandbox.GameObject.NetworkAccessor.OwnerTransfer { get; set; }
Who can control ownership of this networked object?
public Sandbox.GameObject Sandbox.GameObject.NetworkAccessor.RootGameObject { get; set; }
Get the GameObject that is the root of this network object
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Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.GameObject.NetworkAccessor |