Unity5.1 new network engine UNET (15th) Networking reference -- under, unity5.1unet
Sun Guangdong
This section provides detailed information about components used with network systems.
10. Network Proximity CheckerSuggest a changeSuccess!
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NetworkProximityChecker is a component that can be used to control network clients and Objects Based on the contrast close to network players. To use it, place the component on a visible object within a certain range. This class depends on the visibility of physical computing.
Properties
Property: |
Function: |
VisRange |
The range that the object shocould be visible in. |
VisUpdateInterval |
How often in seconds the object shocould check for players entering it's visible range. |
CheckMethod |
Which type of physics to use for proximity checking. |
Network Manager HUDNetworkReader
11. NetworkReaderSuggest a changeSuccess!
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NetworkReader is a UNET high-level API class used to read objects from byte streams. This class works with NetworkWriter. NetworkReader has many Unity-type serialization functions.
12. NetworkServerSuggest a changeSuccess!
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NetworkServer is a UNET high-level API class that manages connections from multiple clients.
Properties
Property: |
Function: |
Connections |
The set of active connections to remote clients. |
LocalConnections |
The set of active connections to local clients. |
Handlers |
The set of registered message handler function. |
Objects |
The set of spawned objects with NetworkIdentities. |
Active |
True if the server is listening and running (static ). |
LocalActiveClient |
True if there is a local client in the same process; this server is a "Host ". |
NumChannels |
The number of configured NetworkTransport QoS channels. |
13. NetworkStartPositionSuggest a changeSuccess!
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NetworkStartPosition is used by NetworkManager when a player object is created. The position and rotation of NetworkStartPosition are used to place the newly created Player Object.
14. NetworkTransformSuggest a changeSuccess!
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The NetworkTransform component synchronizes the game objects of the movemen movement through the network. This component considers authority, so LocalPlayer objects (including local authorities) synchronize their position from the client to the server and then go out to other clients. Other Objects (with the server authority) synchronize their locations from the server to the client.
To use this component, add it to the premade or game object you want to synchronize motion. This component requires the game object to have NetworkIdentity. Note that network objects must be generated for synchronization.
Properties
Property: |
Function: |
TransformSyncMode |
Which synchronization method to use for position. |
SendInterval |
How often in seconds the object sends updates. |
SyncRotationAxis |
Which axis to use for rotation. |
RotationSyncCompression |
What kind of compession to use for rotation. |
SyncSpin |
Flag to sync angular velocity. |
MovementTheshold |
The threshold to not send position updates. |
SnapThreshold |
The threshold to "pop" instead of interpolate. |
InterpolateRotation |
Factor to control rotation interpolation. |
InterpolateMovement |
Factor to control movement interpolation. |
Hints
• The inspector of NetworkTransform has a NetworkSendRate slider. Set this slider to zero for objects that do not need to be updated after being created, such as bullets.
15. NetworkTransformVisualizerSuggest a changeSuccess!
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NetworkTransformVisualizer is a utility component that allows you to visually embed objects that use the NetworkTransform component.
Properties
Property: |
Function: |
VisualizerPrefab |
The prefab of an object to create to visualize the target position. |
16. NetworkTransportSuggest a changeSuccess!
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NetworkTransport is a UNET low-level API interface. It is a static class.
17. NetworkWriterSuggest a changeSuccess!
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NetworkWriter is a UNET high-level API class used to write objects into byte streams. This class works with NetworkReader. NetworkWriter provides many types of serialization functions.
The NetworWriter and MessageBase classes are used to make a byte array containing serialized network messages.
void SendMessage(short msgType, MessageBase msg, int channelId){ // write the message to a local buffer NetworkWriter writer = new NetworkWriter(); writer.StartMessage(msgType); msg.Serialize(writer); writer.FinishMessage(); myClient.SendWriter(writer, channelId);}
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