Assets/Deps/emotitron/Network/NST/NetworkSyncTransform.cs
/// <summary>
/// This static method assumes you have ONLY ONE NST on this client. If you have more than one use the non-static AddCustomEventToQueue method to specify which NST you mean. 
/// Tack your own data on the end of the NST syncs. This can be weapon fire or any other custom action. 
/// This will trigger the OnCustomMsgSndEvent on the sending machine and OnCustomMsgRcvEvent on receiving machines.
/// </summary>
/// <param name="userData"></param>
This static method assumes you have ONLY ONE NST on this client. If you have more than one use the non-static AddCustomEventToQueue method to specify which NST you mean.
Tack your own data on the end of the NST syncs. This can be weapon fire or any other custom action.
This will trigger the OnCustomMsgSndEvent on the sending machine and OnCustomMsgRcvEvent on receiving machines.
This static method assumes you have ONLY ONE NST on this client . If you have more than one use the non - static AddCustomEventToQueue method to specify which NST you mean . Tack your own data on the end of the NST syncs . This can be weapon fire or any other custom action . This will trigger the OnCustomMsgSndEvent on the sending machine and OnCustomMsgRcvEvent on receiving machines .
public static void SendCustomEventSimple(byte[] userData)
		{
			if (lclNST != null)
				lclNST.customEventQueue.Enqueue(userData);
		}
public static void SendCustomEventSimple ( byte [ ] userData ) { if ( lclNST != null ) lclNST . customEventQueue . Enqueue ( userData ) ; }
This static method assumes you have ONLY ONE NST on this client.
This static method assumes you have ONLY ONE NST on this client .
userData
byte[]
None