[Add] FishNet

This commit is contained in:
2026-03-30 20:11:57 +07:00
parent ee793a3361
commit c22c08753a
1797 changed files with 197950 additions and 1 deletions
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// using System; // Remove on V5
// namespace FishNet.Utility.Performance
// {
// /// <summary>
// /// Unity 2022 has a bug where codegen will not compile when referencing a Queue type,
// /// while also targeting .Net as the framework API.
// /// As a work around this class is used for queues instead.
// /// </summary>
// public class BasicQueue<T>
// {
// /// <summary>
// /// Maximum size of the collection.
// /// </summary>
// public int Capacity => Collection.Length;
// /// <summary>
// /// Number of elements in the queue.
// /// </summary>
// public int Count => _written;
// /// <summary>
// /// Collection containing data.
// /// </summary>
// private T[] Collection = new T[4];
// /// <summary>
// /// Current write index of the collection.
// /// </summary>
// public int WriteIndex { get; private set; }
// /// <summary>
// /// Buffer for resizing.
// /// </summary>
// private T[] _resizeBuffer = new T[0];
// /// <summary>
// /// Read position of the next Dequeue.
// /// </summary>
// private int _read;
// /// <summary>
// /// Length of the queue.
// /// </summary>
// private int _written;
// /// <summary>
// /// Enqueues an entry.
// /// </summary>
// /// <param name="data"></param>
// public void Enqueue(T data)
// {
// if (_written == Collection.Length)
// Resize();
// if (WriteIndex >= Collection.Length)
// WriteIndex = 0;
// Collection[WriteIndex] = data;
// WriteIndex++;
// _written++;
// }
// /// <summary>
// /// Tries to dequeue the next entry.
// /// </summary>
// /// <param name="result">Dequeued entry.</param>
// /// <returns>True if an entry existed to dequeue.</returns>
// public bool TryDequeue(out T result)
// {
// if (_written == 0)
// {
// result = default;
// return false;
// }
// result = Dequeue();
// return true;
// }
// /// <summary>
// /// Dequeues the next entry.
// /// </summary>
// /// <returns></returns>
// public T Dequeue()
// {
// if (_written == 0)
// throw new Exception($"Queue of type {typeof(T).Name} is empty.");
// T result = Collection[_read];
// _written--;
// _read++;
// if (_read >= Collection.Length)
// _read = 0;
// return result;
// }
// /// <summary>
// /// Tries to peek the next entry.
// /// </summary>
// /// <param name="result">Peeked entry.</param>
// /// <returns>True if an entry existed to peek.</returns>
// public bool TryPeek(out T result)
// {
// if (_written == 0)
// {
// result = default;
// return false;
// }
// result = Peek();
// return true;
// }
// /// <summary>
// /// Peeks the next queue entry.
// /// </summary>
// /// <returns></returns>
// public T Peek()
// {
// if (_written == 0)
// throw new Exception($"Queue of type {typeof(T).Name} is empty.");
// return Collection[_read];
// }
// /// <summary>
// /// Clears the queue.
// /// </summary>
// public void Clear()
// {
// _read = 0;
// WriteIndex = 0;
// _written = 0;
// DefaultCollection(Collection);
// DefaultCollection(_resizeBuffer);
// void DefaultCollection(T[] array)
// {
// int count = array.Length;
// for (int i = 0; i < count; i++)
// array[i] = default;
// }
// }
// /// <summary>
// /// Doubles the queue size.
// /// </summary>
// private void Resize()
// {
// int length = _written;
// int doubleLength = (length * 2);
// int read = _read;
// /* Make sure copy array is the same size as current
// * and copy contents into it. */
// // Ensure large enough to fit contents.
// T[] resizeBuffer = _resizeBuffer;
// if (resizeBuffer.Length < doubleLength)
// Array.Resize(ref resizeBuffer, doubleLength);
// // Copy from the read of queue first.
// int copyLength = (length - read);
// Array.Copy(Collection, read, resizeBuffer, 0, copyLength);
// /* If read index was higher than 0
// * then copy remaining data as well from 0. */
// if (read > 0)
// Array.Copy(Collection, 0, resizeBuffer, copyLength, read);
// // Set _array to resize.
// Collection = resizeBuffer;
// // Reset positions.
// _read = 0;
// WriteIndex = length;
// }
// /// <summary>
// /// Returns value in actual index as it relates to simulated index.
// /// </summary>
// /// <param name="simulatedIndex">Simulated index to return. A value of 0 would return the first simulated index in the collection.</param>
// /// <returns></returns>
// public T this[int simulatedIndex]
// {
// get
// {
// int offset = GetRealIndex(simulatedIndex);
// return Collection[offset];
// }
// set
// {
// int offset = GetRealIndex(simulatedIndex);
// Collection[offset] = value;
// }
// }
// /// <summary>
// /// Returns the real index of the collection using a simulated index.
// /// </summary>
// /// <param name="allowUnusedBuffer">True to allow an index be returned from an unused portion of the buffer so long as it is within bounds.</param>
// private int GetRealIndex(int simulatedIndex, bool allowUnusedBuffer = false)
// {
// if (simulatedIndex >= Capacity)
// {
// return ReturnError();
// }
// else
// {
// int written = _written;
// // May be out of bounds if allowUnusedBuffer is false.
// if (simulatedIndex >= written)
// {
// if (!allowUnusedBuffer)
// return ReturnError();
// }
// int offset = (Capacity - written) + simulatedIndex + WriteIndex;
// if (offset >= Capacity)
// offset -= Capacity;
// return offset;
// }
// int ReturnError()
// {
// UnityEngine.Debug.LogError($"Index {simulatedIndex} is out of range. Collection count is {_written}, Capacity is {Capacity}");
// return -1;
// }
// }
// }
// }
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@@ -0,0 +1,49 @@
using System;
using System.Collections.Generic;
namespace FishNet.Utility.Performance
{
/// <summary>
/// Retrieves and stores byte arrays using a pooling system.
/// </summary>
public static class ByteArrayPool
{
/// <summary>
/// Stored byte arrays.
/// </summary>
private static Queue<byte[]> _byteArrays = new();
/// <summary>
/// Returns a byte array which will be of at lesat minimum length. The returned array must manually be stored.
/// </summary>
public static byte[] Retrieve(int minimumLength)
{
byte[] result = null;
if (_byteArrays.Count > 0)
result = _byteArrays.Dequeue();
int doubleMinimumLength = minimumLength * 2;
if (result == null)
result = new byte[doubleMinimumLength];
else if (result.Length < minimumLength)
Array.Resize(ref result, doubleMinimumLength);
return result;
}
/// <summary>
/// Stores a byte array for re-use.
/// </summary>
public static void Store(byte[] buffer)
{
/* Holy cow that's a lot of buffered
* buffers. This wouldn't happen under normal
* circumstances but if the user is stress
* testing connections in one executable perhaps. */
if (_byteArrays.Count > 300)
return;
_byteArrays.Enqueue(buffer);
}
}
}
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@@ -0,0 +1,326 @@
using FishNet.Managing;
using FishNet.Managing.Object;
using FishNet.Object;
using FishNet.Utility.Extension;
using GameKit.Dependencies.Utilities;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Utility.Performance
{
public class DefaultObjectPool : ObjectPool
{
#region Public.
/// <summary>
/// Cache for pooled NetworkObjects.
/// Key: CollectionId.
/// </summary>
public IReadOnlyList<Dictionary<int, Stack<NetworkObject>>> Cache => _cache;
private List<Dictionary<int, Stack<NetworkObject>>> _cache = new();
#endregion
#region Serialized.
/// <summary>
/// True if to use object pooling.
/// </summary>
[Tooltip("True if to use object pooling.")]
[SerializeField]
private bool _enabled = true;
#endregion
#region Private.
/// <summary>
/// Current count of the cache collection.
/// </summary>
private int _cacheCount = 0;
#endregion
#pragma warning disable CS0672 // Member overrides obsolete member
public override NetworkObject RetrieveObject(int prefabId, ushort collectionId, Transform parent = null, Vector3? nullablePosition = null, Quaternion? nullableRotation = null, Vector3? nullableScale = null, bool makeActive = true, bool asServer = true)
#pragma warning restore CS0672 // Member overrides obsolete member
{
ObjectPoolRetrieveOption options = ObjectPoolRetrieveOption.Unset;
if (makeActive)
options |= ObjectPoolRetrieveOption.MakeActive;
return RetrieveObject(prefabId, collectionId, options, parent, nullablePosition, nullableRotation, nullableScale, asServer);
}
/// <summary>
/// Returns an object that has been stored. A new object will be created if no stored objects are available.
/// </summary>
/// <param name = "prefabId">PrefabId of the object to return.</param>
/// <param name = "collectionId">CollectionId of the object to return.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
public override NetworkObject RetrieveObject(int prefabId, ushort collectionId, ObjectPoolRetrieveOption options, Transform parent = null, Vector3? nullablePosition = null, Quaternion? nullableRotation = null, Vector3? nullableScale = null, bool asServer = true)
{
bool makeActive = options.FastContains(ObjectPoolRetrieveOption.MakeActive);
bool localSpace = options.FastContains(ObjectPoolRetrieveOption.LocalSpace);
if (!_enabled)
return GetFromInstantiate();
Stack<NetworkObject> cache = GetCache(collectionId, prefabId, createIfMissing: true);
NetworkObject nob = null;
// Iterate until nob is populated just in case cache entries have been destroyed.
while (nob == null)
{
if (cache.TryPop(out nob))
{
if (nob != null)
{
nob.transform.SetParent(parent);
if (localSpace)
nob.transform.SetLocalPositionRotationAndScale(nullablePosition, nullableRotation, nullableScale);
else
nob.transform.SetWorldPositionRotationAndScale(nullablePosition, nullableRotation, nullableScale);
if (makeActive)
nob.gameObject.SetActive(true);
return nob;
}
}
// Nothing left in cache.
else
{
break;
}
}
// Fall through, nothing in cache.
return GetFromInstantiate();
// Returns a network object via instantation.
NetworkObject GetFromInstantiate()
{
NetworkObject prefab = GetPrefab(prefabId, collectionId, asServer);
if (prefab == null)
{
return null;
}
else
{
NetworkObject result;
Vector3 scale;
if (localSpace)
{
prefab.transform.OutLocalPropertyValues(nullablePosition, nullableRotation, nullableScale, out Vector3 pos, out Quaternion rot, out scale);
if (parent != null)
{
// Convert pos and rot to world values for the instantiate.
pos = parent.TransformPoint(pos);
rot = parent.rotation * rot;
}
result = Instantiate(prefab, pos, rot, parent);
}
else
{
prefab.transform.OutWorldPropertyValues(nullablePosition, nullableRotation, nullableScale, out Vector3 pos, out Quaternion rot, out scale);
result = Instantiate(prefab, pos, rot, parent);
}
result.transform.localScale = scale;
if (makeActive)
result.gameObject.SetActive(true);
return result;
}
}
}
/// <summary>
/// Returns a prefab for prefab and collectionId.
/// </summary>
public override NetworkObject GetPrefab(int prefabId, ushort collectionId, bool asServer)
{
PrefabObjects po = NetworkManager.GetPrefabObjects<PrefabObjects>(collectionId, false);
return po.GetObject(asServer, prefabId);
}
/// <summary>
/// Stores an object into the pool.
/// </summary>
/// <param name = "instantiated">Object to store.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
public override void StoreObject(NetworkObject instantiated, bool asServer)
{
// Pooling is not enabled.
if (!_enabled)
{
Destroy(instantiated.gameObject);
return;
}
/* This call occurs here rather than in the object pool
* to protect the user should they be using a
* custom pool. */
SetTransformToSerializedValues(instantiated);
// Get all children as well and reset state on them.
List<NetworkObject> nestedNobs = instantiated.GetNetworkObjects(GetNetworkObjectOption.All);
foreach (NetworkObject nob in nestedNobs)
nob.ResetState(asServer);
CollectionCaches<NetworkObject>.Store(nestedNobs);
// Set root inactive.
instantiated.gameObject.SetActive(false);
Stack<NetworkObject> cache = GetCache(instantiated.SpawnableCollectionId, instantiated.PrefabId, createIfMissing: true);
cache.Push(instantiated);
}
/// <summary>
/// Instantiates a number of objects and adds them to the pool.
/// </summary>
/// <param name = "prefab">Prefab to cache.</param>
/// <param name = "count">Quantity to spawn.</param>
/// <param name = "asServer">True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.</param>
#pragma warning disable CS0672 // Member overrides obsolete member
public override void CacheObjects(NetworkObject prefab, int count, bool asServer) => StorePrefabObjects(prefab, count, asServer);
#pragma warning restore CS0672 // Member overrides obsolete member
/// <summary>
/// Instantiates a number of objects and adds them to the pool.
/// </summary>
/// <param name = "prefab">Prefab to cache.</param>
/// <param name = "count">Quantity to spawn.</param>
/// <param name = "asServer">True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.</param>
/// <returns>Prefabs instantiated and added to cache.</returns>
public override List<NetworkObject> StorePrefabObjects(NetworkObject prefab, int count, bool asServer)
{
if (!_enabled)
return null;
if (count <= 0)
return null;
if (prefab == null)
return null;
if (prefab.PrefabId == NetworkObject.UNSET_PREFABID_VALUE)
{
NetworkManager.LogError($"Pefab {prefab.name} has an invalid prefabId and cannot be cached.");
return null;
}
List<NetworkObject> added = new();
Stack<NetworkObject> cache = GetCache(prefab.SpawnableCollectionId, prefab.PrefabId, createIfMissing: true);
for (int i = 0; i < count; i++)
{
NetworkObject nob = Instantiate(prefab);
nob.gameObject.SetActive(false);
cache.Push(nob);
added.Add(nob);
}
return added;
}
/// <summary>
/// Clears pooled objects for a specific NetworkObject.
/// </summary>
/// <param name = "nob">Prefab or Instantiated NetworkObject to clear pool for.</param>
/// <remarks>This will clear the entire pool for the specified object.</remarks>
public void ClearPool(NetworkObject nob)
{
if (!_enabled)
return;
if (nob == null)
return;
int spawnableCollectionId = nob.SpawnableCollectionId;
Stack<NetworkObject> stack = GetCache(spawnableCollectionId, nob.PrefabId, createIfMissing: false);
if (stack == null)
return;
DestroyStackNetworkObjectsAndClear(stack);
_cache[spawnableCollectionId].Clear();
}
/// <summary>
/// Clears all pooled objects.
/// </summary>
public void ClearPool()
{
int count = _cache.Count;
for (int i = 0; i < count; i++)
ClearPool(i);
}
/// <summary>
/// Clears a pool destroying objects for a SpawnableCollectionId.
/// </summary>
/// <param name = "spawnableCollectionId">CollectionId to clear for.</param>
public void ClearPool(int spawnableCollectionId)
{
if (spawnableCollectionId >= _cacheCount)
return;
Dictionary<int, Stack<NetworkObject>> dict = _cache[spawnableCollectionId];
foreach (Stack<NetworkObject> item in dict.Values)
DestroyStackNetworkObjectsAndClear(item);
dict.Clear();
}
/// <summary>
/// Gets a cache for an id or creates one if does not exist.
/// </summary>
/// <returns></returns>
public Stack<NetworkObject> GetCache(int collectionId, int prefabId, bool createIfMissing)
{
if (collectionId >= _cacheCount)
{
// Do not create if missing.
if (!createIfMissing)
return null;
// Add more to the cache.
while (_cache.Count <= collectionId)
{
Dictionary<int, Stack<NetworkObject>> dict = new();
_cache.Add(dict);
}
_cacheCount = _cache.Count;
}
Dictionary<int, Stack<NetworkObject>> dictionary = _cache[collectionId];
// No cache for prefabId yet, make one.
if (!dictionary.TryGetValueIL2CPP(prefabId, out Stack<NetworkObject> cache))
{
if (createIfMissing)
{
cache = new();
dictionary[prefabId] = cache;
}
}
return cache;
}
[Obsolete("Use GetCache(int, int, bool)")]
public Stack<NetworkObject> GetOrCreateCache(int collectionId, int prefabId) => GetCache(collectionId, prefabId, createIfMissing: true);
/// <summary>
/// Destroys all NetworkObjects within a stack and clears the stack.
/// </summary>
private void DestroyStackNetworkObjectsAndClear(Stack<NetworkObject> stack)
{
foreach (NetworkObject networkObject in stack)
{
if (networkObject != null)
Destroy(networkObject.gameObject);
}
stack.Clear();
}
}
}
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@@ -0,0 +1,96 @@
using FishNet.Managing;
using FishNet.Managing.Object;
using FishNet.Object;
using System;
using System.Collections.Generic;
using FishNet.Utility.Extension;
using UnityEngine;
namespace FishNet.Utility.Performance
{
public abstract class ObjectPool : MonoBehaviour
{
/// <summary>
/// NetworkManager this ObjectPool belongs to.
/// </summary>
protected NetworkManager NetworkManager { get; private set; }
/// <summary>
/// Called at the end of every frame. This can be used to perform routine tasks.
/// </summary>
public virtual void LateUpdate() { }
/// <summary>
/// Initializes this script for use.
/// </summary>
public virtual void InitializeOnce(NetworkManager nm)
{
NetworkManager = nm;
}
/// <summary>
/// Returns an object that has been stored. A new object will be created if no stored objects are available.
/// </summary>
/// <param name = "prefabId">PrefabId of the object to return.</param>
/// <param name = "collectionId">CollectionId of the object to return.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
[Obsolete("Use RetrieveObject(int, ushort, RetrieveOption, parent, Vector3?, Quaternion? Vector3?, bool) instead.")] // Remove in V5
public virtual NetworkObject RetrieveObject(int prefabId, ushort collectionId, Transform parent = null, Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, bool makeActive = true, bool asServer = true) => null;
/// <summary>
/// Returns an object that has been stored. A new object will be created if no stored objects are available.
/// </summary>
/// <param name = "prefabId">PrefabId of the object to return.</param>
/// <param name = "collectionId">CollectionId of the object to return.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
public virtual NetworkObject RetrieveObject(int prefabId, ushort collectionId, ObjectPoolRetrieveOption options, Transform parent = null, Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, bool asServer = true) => null;
/// <summary>
/// Returns a prefab using specified values.
/// </summary>
/// <param name = "prefabId">PrefabId of the object to return.</param>
/// <param name = "collectionId">CollectionId of the object to return.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
public virtual NetworkObject GetPrefab(int prefabId, ushort collectionId, bool asServer)
{
PrefabObjects po = NetworkManager.GetPrefabObjects<PrefabObjects>(collectionId, false);
return po.GetObject(asServer, prefabId);
}
/// <summary>
/// Stores an object into the pool.
/// </summary>
/// <param name = "instantiated">Object to store.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
public abstract void StoreObject(NetworkObject instantiated, bool asServer);
/// <summary>
/// Instantiates a number of objects and adds them to the pool.
/// </summary>
/// <param name = "prefab">Prefab to cache.</param>
/// <param name = "count">Quantity to spawn.</param>
/// <param name = "asServer">True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.</param>
public virtual void CacheObjects(NetworkObject prefab, int count, bool asServer) { }
/// <summary>
/// Instantiates a number of objects and adds them to the pool.
/// </summary>
/// <param name = "prefab">Prefab to cache.</param>
/// <param name = "count">Quantity to spawn.</param>
/// <param name = "asServer">True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.</param>
/// <returns>Prefabs instantiated and added to cache.</returns>
public virtual List<NetworkObject> StorePrefabObjects(NetworkObject prefab, int count, bool asServer) => default;
/// <summary>
/// Sets the transform of a NetworkObject to it's values during serialization.
/// </summary>
public static void SetTransformToSerializedValues(NetworkObject nob)
{
nob.transform.SetLocalPositionRotationAndScale(nob.SerializedTransformProperties.Position, nob.SerializedTransformProperties.Rotation, nob.SerializedTransformProperties.Scale);
}
}
}
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@@ -0,0 +1,22 @@
namespace FishNet.Utility.Performance
{
public static class RetrieveOptionExtensions
{
public static bool FastContains(this ObjectPoolRetrieveOption whole, ObjectPoolRetrieveOption part) => (whole & part) == part;
}
[System.Flags]
public enum ObjectPoolRetrieveOption
{
Unset = 0,
/// <summary>
/// True to make the object active before returning.
/// </summary>
MakeActive = 1,
/// <summary>
/// True to treat supplied transform properties as local space.
/// False will treat the properties as world space.
/// </summary>
LocalSpace = 2
}
}
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@@ -0,0 +1,25 @@
using FishNet.Object;
using System.Collections.Generic;
using UnityEngine;
namespace FishNet.Utility.Performance
{
public static class GetNonAlloc
{
/// <summary>
/// Gets all NetworkBehaviours on a transform.
/// </summary>
public static void GetNetworkBehavioursNonAlloc(this Transform t, ref List<NetworkBehaviour> results)
{
t.GetComponents(results);
}
/// <summary>
/// Gets all transforms on transform and it's children.
/// </summary>
public static void GetTransformsInChildrenNonAlloc(this Transform t, ref List<Transform> results, bool includeInactive = false)
{
t.GetComponentsInChildren(includeInactive, results);
}
}
}
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