Game.Prefabs.NetLaneInfo
Assembly: Assembly-CSharp
Namespace: Game.Prefabs
Type: class
Base: System.Object
Summary:
A small serializable data container used by net prefabs to describe a single lane. It holds a reference to the lane prefab, a 3D position (float3) and a boolean hint for anchor-finding logic. This struct-like class is commonly serialized into net/prefab data so the game or mod code can read/write lane placement information for roads, tracks and other net objects.
Fields
-
public NetLanePrefab m_Lane
Reference to the lane prefab asset that defines the lane's visual/functional behavior. Can be null if no specific lane prefab is assigned. -
public Unity.Mathematics.float3 m_Position
Position of the lane. Typically used as local coordinates relative to the parent net segment/prefab pivot (x, y, z). Uses Unity.Mathematics.float3 for compact numeric storage. -
public bool m_FindAnchor
Flag indicating whether placement logic should attempt to locate an anchor point when positioning this lane. Acts as a hint to the engine/mod code that the lane should try to snap to a nearby anchor (vertex/attachment point) rather than using the raw position alone.
Properties
- None. This class exposes plain public fields and does not define properties.
Constructors
public NetLaneInfo()
Default constructor generated by the compiler. Initializes reference fields to null, m_Position to float3(0,0,0) and m_FindAnchor to false unless changed after construction.
Methods
- None. This class contains only data fields and no behavior (methods).
Usage Example
using Unity.Mathematics;
using Game.Prefabs;
// Create and populate a lane info instance
NetLaneInfo laneInfo = new NetLaneInfo();
laneInfo.m_Lane = myNetLanePrefab; // assign a NetLanePrefab reference obtained from assets
laneInfo.m_Position = new float3(1.0f, 0f, 0.5f); // local position relative to the parent net
laneInfo.m_FindAnchor = true; // request anchor snapping when placing the lane
// Or using object initializer
var laneInfo2 = new NetLaneInfo {
m_Lane = anotherLanePrefab,
m_Position = new float3(0f, 0f, 0f),
m_FindAnchor = false
};
// Because the class is marked [Serializable], instances are suitable for Unity/engine serialization
// and can be stored in prefab data or custom save structures used by mods.