public sealed class ReplicatedAttributeMarks a component as one the server sends to clients.
No guide page documents this yet — the page shows what the code says about itself.
As a annotation
- Valid on
- Struct
Remarks
Read by Vixen.Net.Generators, which emits an IComponentReplicator for the type and registers it. Nothing reads it at run time — by the time the game is running, the decision it records has become code.
The defaults are the ones most components want: unreliable, because state that supersedes itself should not stall a channel waiting for a retransmit of a value that is already stale, and every tick, because a component nobody set does not cost anything to consider.
Fields and properties (3)
public Channel ChannelHow to send it. Unreliable by default — the next value makes this one irrelevant.
public int SendRateHow many times a second to send it at most, or zero for every tick. A component that changes every tick but only matters ten times a second says so here.
public int PriorityWhat to shed last when the bandwidth budget runs out. Higher goes first; the default of zero means "with everything else".
Used by (7)
- CombatantMultiplayer
- VitalsMultiplayer
- GeneratedPoseVixen.Net.Generators.Tests
- GeneratedScoreVixen.Net.Generators.Tests
- GeneratedTransformVixen.Net.Generators.Tests
- ReplicatedHealthVixen.Net.Tests
- ReplicatedPositionVixen.Net.Tests