StaticNetcodeLib
A library/patcher for NGO in a static context.
Last updated | 5 months ago |
Total downloads | 1037671 |
Total rating | 12 |
Categories | Libraries BepInEx Client-side Server-side |
Dependency string | xilophor-StaticNetcodeLib-1.1.1 |
Dependants | 870 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
StaticNetcodeLib
This lib allows BepInEx mods to use Netcode for GameObjects in a static context.
Usage
Add the appropriate BepInDependency attribute to your plugin class, like so:
[BepInDependency(StaticNetcodeLib.Guid, DependencyFlags.HardDependency)]
public class ExampleMod : BaseUnityPlugin
Then add the StaticNetcode attribute to any classes that have static rpcs.
[StaticNetcode]
public class ExampleNetworkingClass
After that, you can simply use Server & Client Rpcs as you normally would (even outside NetworkBehaviours), but in a static context, like so:
[ClientRpc]
public static void ExampleClientRpc(string exampleString)
{
ExampleMod.Logger.LogDebug(exampleString);
}
/* ... */
ExampleClientRpc("Hello, world!");
Note: The Rpc attribute params are not respected for this. For example, ServerRpcs are static and thus cannot have an owner, and are used as if it had the RequireOwnership = false
parameter.
Acknowledgements
Thank you @Lordfirespeed for being my rubber ducky.