UnityNetworkMessages
API that allows sending messages inside Unity games that use Netcode for GameObjects without having to create Prefabs with NetworkObjects.
Last updated | 11 months ago |
Total downloads | 1351 |
Total rating | 0 |
Categories | Libraries Server-side |
Dependency string | Saradora-UnityNetworkMessages-2.0.0 |
Dependants | 3 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Lordfirespeed-OdinSerializer
Fast, robust, powerful and extendible .NET serializer built for Unity
Preferred version: 2022.11.9README
Unity Network Messages
C# Library that allows sending messages and events inside Unity games that use NetCode for GameObjects without having to create prefabs with NetworkObject components.
Library created mostly for personal usage, I'll add a wiki and some examples at some point.
Network Variables might come at some point too.
For now mostly tested on LAN.
Features
- Global events and messages
- NetworkObject events and messages
- Vanilla-friendly!
F.A.Q.
How is it "Vanilla-friendly"?
Most Network APIs i've found use NetworkObject prefabs to run code, which for games that force said prefabs compatibility (e.g. Lethal Company) means that any client who's trying to join a server that doesn't have the same network prefab list will get rejected.
In this mod's case, you are free to join a non-modded server!
Obviously, any logic that would require the server's intervention will not work, but the server will be joinable.
Available classes:
Global event/messages
These classes have a global identifier, meaning that all messages registered with the same identifier across your mod will receive the event/data when called.
GlobalNetEvent
- Simple event without data.
GlobalNetMessage<T>
- Message that can transmit data, tested working with unmanaged primitives, structs and strings.
Object event/messages
These classes are registered with a NetworkObject, meaning that 2 events with the same identifier but a different NetworkObject will not communicate between each other.
It also means that the events are only valid during the lifespan of the NetworkObject.
ObjectNetEvent
- Simple event without data.
ObjectNetMessage<T>
- Message that can transmit data, tested working with unmanaged primitives, structs and strings.
Acknowledgements
I got the idea of using OdinSerializer from Xilophor's LethalNetworkAPI!