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Ragon Behaviour

Description​

It's basic class for working with Ragon Entity, inherited from MonoBehaviour class with additional callbacks, methods, and network state via ragon properties.

Properties​

It's state of entity, which replicated non-ordered and unreliable way

public class Player : RagonBehaviour
{
[SerializeField] private RagonString _name = new RagonString();
[SerializeField] private RagonFloat _health = new RagonFloat();
[SerializeField] private RagonVector3 _position = new();
}

More about properties Ragon Properties.

OnAttachedEntity​

Called then the object is created and attached to a network, there you can write your logic and also get spawn payload

public override void OnAttachedEntity()
{
var characterPayload = Entity.GetSpawnPayload<CharacterPayload>();
// Set properties values from payload
}

OnDetachedEntity​

Called then the object will be destroyed and detached from network, there you can write your logic and also get destroy the payload

public override void OnDetachedEntity()
{
var payload = Entity.GetDestroyPayload<CharacterPayload>();
// Show specific destroy effects configured by payload
}

OnUpdateEntity / OnLateUpdateEntity / OnFixedUpdateEntity​

Called only for owner of the object, so there are you can write logic for controlling state and game object

public override void OnLateUpdateEntity()
{

}

public override void OnUpdateEntity()
{

}

public override void OnFixedUpdateEntity()
{

}

OnUpdateProxy / OnLateUpdateProxy / OnFixedUpdateProxy​

Called only for non owner of object, so there are you can write visual logic like interpolation of object

public override void OnUpdateProxy()
{

}

public override void OnFixedUpdateProxy()
{

}

public override void OnLateUpdateProxy()
{

}