NetworkPrefabs
Prefab id table shared by every process.
Nebula · Packages/com.1by3.nebula/Runtime/Core/NetworkPrefabs.cspublic static class NetworkPrefabsPrefab id table shared by every process. Ids are the index in NebulaConfig.NetworkPrefabs. Ids from BuiltInBase up are reserved for prefabs Nebula itself provides (such as the entity behind Nebula.World.ChunkState): every process builds them the same way, so a game never lists them and they never shift when the game's list changes.
Fields
BuiltInBase
public const ushort BuiltInBase = 0xFF00;First id reserved for Nebula's built-in prefabs. A game's list is never this long.
ChunkStatePrefabId
public const ushort ChunkStatePrefabId = BuiltInBase;The built-in prefab of Nebula.World.ChunkStateEntity.
Properties
Count
public static int Count { get; }Methods
IsBuiltIn
public static bool IsBuiltIn(ushort prefabId);Whether prefabId is one of Nebula's built-in prefabs rather than an entry of the game's list.
Register
public static void Register(IList<GameObject> prefabs);Get
public static GameObject Get(ushort prefabId);The prefab registered under prefabId, a built-in one included; null when there is none.
TryGetId
public static bool TryGetId(GameObject prefab, out ushort id);IdOf
public static ushort IdOf(GameObject prefab);Instantiate
public static NetworkIdentity Instantiate(ushort prefabId, Vector3 position, Quaternion rotation, Transform parent);Instantiate a network prefab and bind its behaviours. Spawn hooks run when the caller spawns it.