http://blog.csdn.net/janeky/article/details/17151465To develop a network game, the first thing to consider is the client server in what encoding format to communicate. Previously, we introduced the method of using protobuf for the Unity game front end. Today we are going to talk about how the service side makes Protobuf. The game service-side language is flourishing, in addition to the traditional C + +, Ja
In general, maps exported from Critter will be significantly different from the maps that come with Unity's own navigation hongbae. You need to be patient to adjust the critter parameters. Here is the parameter I tuned, which is basically similar to the map exported by unity. Hope to help those who are using critter to export the map for the server to worry about the students.Copyright NOTICE: This article
In general, maps exported from Critter will be significantly different from the maps that the unity comes with navigation hongbae. You need to be patient to adjust the critter.Here are my notes, which are basically similar to the map exported by unity. I hope to help those students who are worried about using critter to export maps to the server.Watermark/2/text/ahr0cdovl2jsb2cuy3nkbi5uzxqv/font/5a6l5l2t/fo
*/public delegate void EventHandler (coreevent evt);p R Ivate dictionaryAt this point, the entire custom processing event has been completed, for convenience, here with an event management Eventmgr class to uniformly manage the custom event message mechanism: The code is as followspublic class Eventmgr { private static eventmgr ins = null;private Coreeventdispatcher m_eventdispatcher = new Coreeve Ntdispatcher (); Eventmgr () { } public static Eventmgr ins { get
Brief introduction:Network programming is a very interesting thing, accidentally turned out a long time ago just began to look at the socket when writing an example, paste it outA simple socket connection is implemented in unity, and a rich API is provided in C #, directly on the code.Service-Side code:[CSharp] View plain copyThread connectthread;//Current server listener sub-threadpublic string address;//C
Tribute to the original http://blog.csdn.net/janeky/article/details/17151465To develop a network game, the first thing to consider is the client server in what encoding format to communicate. Previously, we introduced the method of using protobuf for the Unity game front end. Today we are going to talk about how the service side makes Protobuf. The game service-side language is flourishing, in addition to t
Unity Hand Tour "Mocha World Online" full set of source code (server + client + database), the client with Unity3d development, the service end with Java development, including the server source code, client source code, tool source code, database, configuration building documentation, compiled files, etc. After decompression 2.32G size, to the speed, expired not
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