class GameObject.NetworkAccessor

in global :: Sandbox

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public bool Active { get; }

Is this object networked

public bool IsOwner { get; }

Are we the owner of this network object

public Guid OwnerId { get; }

The Id of the owner of this object

public bool IsCreator { get; }

Are we the creator of this network object

public Guid CreatorId { get; }

The Id of the create of this object

public bool IsProxy { get; }

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 Connection OwnerConnection { get; }

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 Connection Owner { get; }

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 OwnerTransfer OwnerTransfer { get; }

Who can control ownership of this networked object?

public NetworkOrphaned NetworkOrphaned { get; }

Determines what happens when the owner disconnects.

public bool Interpolation { get; }

Whether the networked object's transform is interpolated.

public bool SetOrphanedMode( NetworkOrphaned action )

Set what happens to this networked object when the owner disconnects.

public bool SetOwnerTransfer( OwnerTransfer option )

Set who can control ownership of this networked object. Only the current owner can change this.

public bool AssignOwnership( Connection channel )

Set the owner of this object to the specified . Note: whether or not you can assign ownership of this object depends on the of this networked object.

public bool Spawn( Connection owner )

public bool Equals( object obj )

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public string ToString( )

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public Type GetType( )

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public bool Spawn( )

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public GameObject.NetworkAccessor( GameObject o )

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public bool TakeOwnership( )

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public void Refresh( )

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public int GetHashCode( )

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public bool DisableInterpolation( )

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public bool EnableInterpolation( )

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public bool DropOwnership( )

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public bool ClearInterpolation( )

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