UnityNetworkMessages

v2.0.0·Updated 2024-01-29

API that allows sending messages inside Unity games that use Netcode for GameObjects without having to create Prefabs with NetworkObjects.

About this mod Author’s original text

Unity Network Messages

C# Library that allows sending messages and events inside Unity games that use NetCode for GameObjects without having

to create prefabs with NetworkObject components.

Library created mostly for personal usage, I'll add a wiki and some examples at some point.

Network Variables might come at some point too.

For now mostly tested on LAN.

Features

  • Global events and messages
  • NetworkObject events and messages
  • Vanilla-friendly!

F.A.Q.

How is it "Vanilla-friendly"?

Most Network APIs i've found use NetworkObject prefabs to run code, which for games that force said prefabs compatibility

(e.g. Lethal Company) means that any client who's trying to join a server that doesn't have the same network prefab

list will get rejected.

In this mod's case, you are free to join a non-modded server!

Obviously, any logic that would require the server's intervention will not work, but the server will be joinable.

Available classes:

Global event/messages

These classes have a global identifier, meaning that all messages registered with the same identifier across your mod

will receive the event/data when called.

  • `GlobalNetEvent`
  • Simple event without data.
  • `GlobalNetMessage`
  • Message that can transmit data, tested working with unmanaged primitives, structs and strings.

Object event/messages

These classes are registered with a NetworkObject, meaning that 2 events with the same identifier but a different NetworkObject

will not communicate between each other.

It also means that the events are only valid during the lifespan of the NetworkObject.

  • `ObjectNetEvent`
  • Simple event without data.
  • `ObjectNetMessage`
  • Message that can transmit data, tested working with unmanaged primitives, structs and strings.

Acknowledgements

I got the idea of using OdinSerializer from Xilophor's LethalNetworkAPI!

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackLordfirespeed-OdinSerializer

File & checksum

Filename
UnityNetworkMessages-2.0.0.zip
File size
64.3 KiB