Sun Guangdong 2015.7.21
This section provides detailed information about the components that are used with the network system.
3, Networkclient
Networkclient is a HLAPI class that manages the network to connect to the server--corresponding to Unet networkserver. It can be used to send messages to the server and receive messages from the server. Networkclient can also help manage the routing of Derived network objects and RPC messages and network events. Properties
Property
: |
Function: |
ServerIP |
The IP address of the server, this client is connected to. |
ServerPort |
The port of the the server, this, the client is connected to. |
Connection |
The Networkconnection object this client is using. |
Handlers |
The set of registered message handler functions. |
Numchannels |
The number of configured Networktransport QoS channels. |
IsConnected |
True If the client is connected to a server. |
Allclients |
List of active network clients (static). |
Active |
True If any network clients are active (static). |
4, Networkconnection
Networkconnection is a Hlapi class that encapsulates a network connection. The Networkclient object has a networkconnections, and networkservers has multiple networkconnections------from each client. A network connection has been able to send a byte array, or a serialized object as a network message. Properties
Property
: |
Function: |
HostId |
The Networktransport hostId for this connection. |
ConnectionID |
The Networktransport ConnectionID for this connection. |
IsReady |
Flag to the whether state updates are the sent to this client. |
Address |
The IP address of the end-point so this connection is connected to. |
Playercontrollers |
The set of players that have been added with Addplayer (). |
5, Networkidentity
The Networkidentity component is the unity component, which is the core of the new network system. It can be added to the object. From the-addcomponents->network->networkidentity menu item. This component controls the network identity of the object. This indicates that the Networkidentity component is shown on an object as follows:
With Unity Network system's server authoritative systems, the networkidentities of the network objects must be "spawned" by the server using Networkserver.spawn (). This causes them to be assigned Networkinstanceid and created on the client connected to the server.
Scene objects are somewhat different than dynamic instantiation objects. These objects are all present in the scene on both the client and the server. However, when building games for all scene objects The identities will be disabled. When the client connects to the server, the server notifies the client which scene objects should be enabled and that their latest status information is passed through the spawn message. This ensures that the client will not contain the object placed in the current incorrect position when he starts playing, or even the object will be deleted immediately because some of the events in the previous client connection were removed. The Serveronly check box ensures that a particular object is not spawned or enabled on the client.
This component contains trace information like what scenario ID, network ID, and asset ID have been assigned to the object. The scene ID is a valid in all scene objects of the networkidentity component. The network ID is the ID of this particular object instance, and there may be an instantiation of the specific object type for multiple objects and an object for the identity used by the network ID, for example, the network update should apply. The asset ID refers to what source asset object is instantiated. This is used internally when a specific object preset is spawned by the network. This information is exposed to the inspector at the bottom of the preview panel:
Details to be displayed here at run time (disabled networkbehaviour display is not bold): Properties
Property
: |
Function: |
NetID |
A Unique identifier for this network sessions, assigned when spawned. |
Sceneid |
A unique identifier for networked objects in a scene. This is only populated in Play-mode. |
Isclient |
True if this object is running on a client. |
Isserver |
True if this object was running on the server, and has been spawned. |
Hasauthority |
True If this object is the authoritative version of the object. So either on a the server, or in the client with localplayerauthority. |
Localplayerauthority |
True if this object was controlled by the client so owns It-the local player object on that client has authority over I T. This are used by the other components such as networktransform. |
Serveronly |
A flag to make this object is spawned on clients. |
AssetID |
This identifies the prefab associated and this object (for spawning). |
Playercontrollerid |
The identifier of the controller associated with this object. Only valid for player objects. |
Observers |
The list of client networkconnections that are able to the. This is read-only. |
hintsPut a networkidentity component on prefabs that would be spawned. A networkidentity is required for every object, is networked.
6. Network Lobby ManagerSuggest a change
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Networklobbymanager is a special kind of network manager, which mainly plays the game into the main scene before the provision of a multi-storey lobby.
• Provide player restrictions on the internet lobby
• All players are ready at the start of the game
• Players cannot join game-in-progress
• Support for "couch multiplayer"
• Customizable options for player selection in the lobby
There are two types of players with Networklobbymanager objects:
Lobbyplayer objects
• For each player
• Create a client connection, or when the player is added
• Persist until the client disconnects
• Have ready flag and configuration data
• Handling orders in the Hall
• Networklobbyplayer components should be used
Gameplayer objects
• For each player
• Created when the game scene is started
• Be destroyed when entering the hall again
• Handle the command Properties in the game
property: |
Function: |
Showlobbygui |
Show the Legacy Ongui controls for the lobby. |
maxplayers |
The maximum number of players allowed in the lobby. |
maxplayersperconnection |
The maximum number of players allowed to is added for each clie NT connection. |
lobbyplayerprefab |
The prefab to create for players when they enter the lobby. |
gameplayerprefab |
The prefab to create for players when the game starts. |
lobbyscene |
"scene to" for the lobby. |
playscene |
"scene to" for main game. |
Details Lobbyplayerprefab slots should be filled in with an object's Networklobbyplayer component. There is a lobby manager GUI. See Multiplayer Game Hall Asset Pack.
7. Network Lobby Player Suggest a change success!
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Networklobbyplayer is the state of each player Networklobbymanager used to store in the lobby. Properties
Property
: |
Function: |
Showlobbygui |
True to show the legacy user interface for players in the lobby. |
Slot |
The slot this player is allocated too. Only one player can is in each lobby slot. |
Readytobegin |
Flag to control if the player is ready for the game to start. |
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The network manager is a higher level class that allows you to control the state of a network game. It provides an interface editor for, and scenarios, to be used in the configuration of preset control networks for different network game states. Properties
Property
: |
Function: |
Networkport |
The network port used to listen in and connect to. |
NetworkAddress |
The network address to connect to. |
Dontdestroyonload |
Flag to make the networkmanager persist between scenes. |
Runinbackground |
Flag to make the player run in the background by default. |
Sendpeerinfo |
Flag to have network information on all peers sent to all participating. |
Maxdelay |
The maximum time in seconds to delay buffered messages. |
LogLevel |
The level of network logging to write. |
Playerprefab |
The prefab to instantiate for players when a client connects. |
Autocreateplayer |
Flag to automatically add a player when a client connects. |
Playerspawnmethod |
How to spawn players at Startpositions. |
Offlinescene |
The scene to switch to the network goes off-line. |
Onlinescene |
The scene to switch to the network goes on-line. |
Spawnprefabs |
The set of registered Spawnable prefabs. |
Startpositions |
The set of Networkstartposition objects found in the scene. |
Customconfig |
Flag to use custom network configuration (Advanced). |
Connectionconfig |
Advanced Custom Network configuration data. |
MaxConnections |
The maximum number of connections allowed by the server. |
Channels |
The number of transport layer QoS channels. |
Securetunnelendpoint |
End point for the XBox Live connectivity. |
Usesimulator |
Flag to use network conditions simulation. |
Simulatedlatency |
Latency in milliseconds to add when network Simulator active. |
Packetlosspercentage |
The percentage of packet loss to add when network Simulator active |
Matchhost |
Matchmaker host address. |
Matchport |
Matchmaker host port. |
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Controlling the network state of the game provides the default user interface. It also displays information about the current state of the network manager in the editor. Properties
Property
: |
Function: |
Showgui |
Flag to show the default UI. |
OffsetX |
The horizontal pixel offset of the UI. |
OffsetY |
The vertical pixel offset of the UI. |
The
Details Networkmanagerhud allows you to view the objects in the editor, such as connections, which lists many details of a known network, and activates the player object.
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