Class ClientPostbootSystem
Manages the client-side post-boot operations, including camera state management and scene loading.
public class ClientPostbootSystem : BootstrapSystem
- Inheritance
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ObjectComponentBehaviourMonoBehaviourClientPostbootSystem
- Inherited Members
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MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Fields
Client
The client behaviour reference that must be initialized after the client bootstrap sequence finishes.
public Client Client
Field Value
Methods
AddressableLoadProcessor_OnAddressableLoaded(Object)
Handler for when an addressable asset is loaded. Adds it to the cache if possible.
public void AddressableLoadProcessor_OnAddressableLoaded(Object addressable)
Parameters
addressableObjectThe loaded addressable Unity object.
AddressableLoadProcessor_OnAddressableUnloaded(Object)
Handler for when an addressable asset is unloaded. Removes it from the cache if possible.
public void AddressableLoadProcessor_OnAddressableUnloaded(Object addressable)
Parameters
addressableObjectThe unloaded addressable Unity object.
OnCompleteProcessing()
public override void OnCompleteProcessing()
OnDestroying()
Called when the system is being destroyed. Unsubscribes from addressable events.
public override void OnDestroying()
OnPreload()
Called during preload phase. Captures initial camera state and loads template cache.
public override void OnPreload()
SetClient(Client)
Sets up client event handlers for scene management.
public void SetClient(Client client)
Parameters
clientClientThe client instance.
UnsetClient(Client)
Removes client event handlers for scene management.
public void UnsetClient(Client client)
Parameters
clientClientThe client instance.