Fish-Net: Networking Evolved
  • Overview
    • What is FishNet?
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      • Beyond the Basics
    • High-Level Overview
      • Fundamentals
      • Networking Models
      • Terminology
        • Server, Client, Host
        • Communicating
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      • Transports
    • Features
      • Server and Client Identification
        • Executing on Server or Client
        • NetworkConnections
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        • NetworkObjects
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          • Predicted Spawning
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      • Ownership
        • Using Ownership To Read Values
      • Area of Interest (Observer System)
        • Modifying Conditions
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      • Scene Management
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          • Addressables
      • InstanceFinder
      • Addressables
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        • What Is Client-Side Prediction
        • Configuring PredictionManager
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        • Configuring NetworkObject
        • Offline Rigidbodies
        • Interpolations
        • Creating Code
          • Controlling An Object
          • Non-Controlled Object
          • Understanding ReplicateState
            • Using States In Code
            • Predicting States In Code
          • Advanced Controls
        • Custom Comparers
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        • Using NetworkColliders
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    • Upgrading API
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        • Getting Started with Hathora
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        • Getting Started with AWS
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        • Report Example
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  • FishNet Building Blocks
    • Components
      • Managers
        • NetworkManager
        • TimeManager
        • PredictionManager
        • ServerManager
        • ClientManager
        • SceneManager
        • TransportManager
          • IntermediateLayer
        • StatisticsManager
        • ObserverManager
          • HashGrid
        • RollbackManager (Pro Feature)
      • Prediction
        • Network Collider
          • NetworkCollision
          • NetworkCollision2D
          • NetworkTrigger
          • NetworkTrigger2D
        • OfflineRigidbody
        • PredictedOwner
        • PredictedSpawn
      • Utilities
        • PingDisplay
        • BandwidthDisplay
        • Tick Smoothers
          • NetworkTickSmoother
          • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
      • PlayerSpawner
      • DefaultScene
      • ServerSpawner
      • Authenticator
      • ColliderRollback
      • NetworkAnimator
      • NetworkBehaviour
      • NetworkTransform
      • NetworkObject
      • NetworkObserver
    • Prefabs
      • NetworkManager
      • NetworkHudCanvas
    • ScriptableObjects
      • ObserverConditions
        • DistanceCondition
        • GridCondition
        • HostOnlyCondition
        • MatchCondition
        • OwnerOnlyCondition
        • SceneCondition
      • SpawnablePrefabs
        • DefaultPrefabObjects
        • SinglePrefabObjects
        • DualPrefabObjects
      • LevelLoggingConfiguration
    • Transports
      • Tugboat
      • Multipass
      • Yak (Pro Feature)
      • Bayou
      • FishyWebRTC
      • FishyUnityTransport
      • FishySteamworks (Steam)
      • FishyEOS (Epic Online Services)
      • FishyFacepunch (Steam)
      • FishyRealtime (Photon)
  • API Documentation
    • API Reference
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  • Conditions
  • Component Settings
  1. FishNet Building Blocks
  2. Components

NetworkObserver

PreviousNetworkObjectNextPrefabs

Last updated 1 day ago

The NetworkObserver uses conditions to determine if a client qualifies to be an observer of an object; any number of conditions may be used and a client will be considered an observer of the object if he passes all active conditions. The NetworkObserver component can be used to override the , or add additional conditions onto the object to which the NetworkObserver is added.

Conditions

There are , which may be used together. ObserverCondition may also be inherited from . When all conditions are true, the object will become visible to the client.

Each condition must be created as a scriptable object, and dropped into the Network Observer component.

Component Settings

Override Type is used to change how the NetworkObserver component uses the ObserverManager settings. Add Missing will add any conditions from the ObserverManager which are not already on the NetworkObserver. UseManager replaces conditions with those from the manager. Ignore Manager will keep the NetworkObserver conditions, ignoring the ObserverManager entirely.

Update Host Visibility will change the visibility of renderers for clientHost when server objects are not visible to the client. If you wish to enable and disable other aspects during a visibility change consider using the NetworkObject.OnHostVisibilityUpdated event.

Observer Conditions are which conditions to use.

ObserverManager
several included conditions
to make your own conditions