Unity5.1 新的网络引擎UNET(十五) Networking 引用--下
孙广东 2015.7.21
本节提供了与网络系统一起使用的组件的具体信息。
10、Network Proximity Checker
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
NetworkProximityChecker 是一个组件,它能够用来控制 网络client,基于网络玩家 接近的对照度的对象。若要使用它。请将该组件放在一定范围内可见的对象上。此类依赖于物理计算的可见性。
Properties
Property: | Function: | |
---|---|---|
visRange | The range that the object should be visible in. | |
visUpdateInterval | how often in seconds the object should check for players entering it’s visible range. | |
checkMethod | Which type of physics to use for proximity checking. |
11、NetworkReader
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
NetworkReader 是一个用于从字节流中读取对象的 UNET 高级别 API 类。
此类在与 NetworkWriter 一起工作。NetworkReader 具有很多Unity类型特定的序列化功能。
12、NetworkServer
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
NetworkServer 是一个 UNET 高级别 API 类,管理来自多个client的连接。
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、NetworkStartPosition
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
NetworkStartPosition 被NetworkManager 使用,当创建player对象时。NetworkStartPosition的位置 和 旋转 用来放新创建的Player 对象。
14、NetworkTransform
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
NetworkTransform 组件通过网络同步movemen运动的游戏对象。此组件考虑权威,所以 LocalPlayer 对象 (当中有地方当局) 同步他们的 position 从client到server。然后出去给其它客户机。
其它对象 (与server授权机构) 同步他们从server到client的位置。
若要使用此组件,请将其加入到您想要同步运动的预制或游戏的对象。该组件要求游戏对象具有 NetworkIdentity。请注意。必须催生网络的对象来同步。
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
• NetworkTransform的inspector有一个 NetworkSendRate 滑块 。对于被创建后不须要更新 - 如子弹的对象,将此滑块设置为零。
15、NetworkTransformVisualizer
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
NetworkTransformVisualizer 是一个有用程序utility 组件。同意可视化的内嵌使用 NetworkTransform 组件的对象。
Properties
Property: | Function: | |
---|---|---|
VisualizerPrefab | The prefab of an object to create to visualize the target position. |
16、NetworkTransport
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
NetworkTransport 是 UNET 低级别 API 接口。它是一个静态的类。
17、NetworkWriter
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
NetworkWriter 是一个 UNET 高级别 API 类,用于将对象写入字节流。
此类在与 NetworkReader 一起工作。NetworkWriter 具有很多统一类型特定的序列化功能。
NetworWriter 与 MessageBase 类用于使包括序列化的网络消息的字节数组。
- 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);
- }
Unity5.1 新的网络引擎UNET(十五) Networking 引用--下的更多相关文章
- Unity5.1 新的网络引擎UNET(二) UNET 官方推荐Demo案例
http://blog.csdn.net/u010019717/article/details/46873153 视频 http://www.iqiyi.com/playlist391685502.h ...
- Unity5.1 新的网络引擎UNET(九) UNET 官方推荐视频教程
孙广东 2015.7.14 在新的网络引擎出现之前,Unity提供的是 内置 Raknet网络引擎, 这一次Unity想更新UGUI一样,花了大的手笔更新了, UNET. 原来的旧的网络组件 被提示 ...
- Unity5.1 新的网络引擎UNET(十五) Networking 引用--中
孙广东 2015.7.21 本节提供了与网络系统一起使用的组件的具体信息. 3.NetworkClient NetworkClient 是一个 HLAPI 类,管理网络连接到服务器 - - 相应着 U ...
- Unity5.1 新的网络引擎UNET(十五) Networking 引用--上
http://blog.csdn.net/u010019717/article/details/46993697 孙广东 2015.7.21 本节提供了与网络系统一起使用的组件的详细信息. 1.Ne ...
- Unity5.1 新的网络引擎UNET(八) UNET 系统概括
孙广东 2015.7.12 Server and Host 在Unity 的 网络系统,游戏有 一个server和多个client. 当没有专用的server时,client之中的一个扮演s ...
- Unity5.1 新的网络引擎UNET(四) UNET Remote Actions
孙广东 2015.7.12 网络系统 具有网络中执行操作actions 的方法.这些类型的actions 有时是调用远程过程调用(Remote Procedure Calls). 在网络系统中有两 ...
- Unity5.1 新的网络引擎UNET(七) UNET 单人游戏转换为多人
单人游戏转换为多人 孙广东 2015.7.12 本文档描写叙述将单人游戏转换为使用新的网络系统的多人游戏的步骤.这里描写叙述的过程是简化,对于一个真正的游戏事实上须要更高级别版本号的实际 ...
- centos Linux系统日常管理2 tcpdump,tshark,selinux,strings命令, iptables ,crontab,TCP,UDP,ICMP,FTP网络知识 第十五节课
centos Linux系统日常管理2 tcpdump,tshark,selinux,strings命令, iptables ,crontab,TCP,UDP,ICMP,FTP网络知识 第十五节课 ...
- 集美大学网络1413第十五次作业成绩(团队十) -- 项目复审与事后分析(Beta版本)
题目 团队作业10--项目复审与事后分析(Beta版本) 团队作业10成绩 --团队作业10-1 Beta事后诸葛亮 团队/分值 设想和目标 计划 资源 变更管理 设计/实现 测试/发布 团队的角色 ...
随机推荐
- 深度学习基础系列(一)| 一文看懂用kersa构建模型的各层含义(掌握输出尺寸和可训练参数数量的计算方法)
我们在学习成熟网络模型时,如VGG.Inception.Resnet等,往往面临的第一个问题便是这些模型的各层参数是如何设置的呢?另外,我们如果要设计自己的网路模型时,又该如何设置各层参数呢?如果模型 ...
- Linux下安装scapy-python3
安装scapy # pip3 install scapy-python3 # yum install libffi-devel # pip3 install cryptography 新建scapy软 ...
- 2017/11/22 Leetcode 日记
2017/11/22 Leetcode 日记 136. Single Number Given an array of integers, every element appears twice ex ...
- 【BZOJ 2839】 2839: 集合计数 (容斥原理)
2839: 集合计数 Time Limit: 10 Sec Memory Limit: 128 MBSubmit: 399 Solved: 217 Description 一个有N个元素的集合有2 ...
- 理解HashSet及使用
(1) 为啥要用HahSet? 假如我们现在想要在一大堆数据中查找X数据.LinkedList的数据结构就不说了,查找效率低的可怕.ArrayList哪,如果我们不知道X的位置序号,还是一样要全 ...
- 没有调用PageHelper.startPage()分页方法,最后还是执行了PageHelper分页方法的原因
SELECT * FROM ( SELECT TMP_PAGE.*, ROWNUM ROW_ID FROM ( SELECT * FROM ( SELECT A.*, ROWNUM RN FROM ( ...
- 【ArcGIS笔记】数据处理
1.ARCGIS在导入Excel坐标点的时候出现"没有注册类"的情况怎么办? 确保你本机上装有office,并且版本要能够识别XLSX格式.2007以上. 2.导入excel时re ...
- 简单DP+暴力 POJ 1050
To the Max Time Limit: 1000MS Memory Limit: 10000K Total Submissions: 45915 Accepted: 24282 Desc ...
- Codeforces Round #348 (VK Cup 2016 Round 2, Div. 2 Edition) E. Little Artem and Time Machine 树状数组
E. Little Artem and Time Machine 题目连接: http://www.codeforces.com/contest/669/problem/E Description L ...
- Codeforces Beta Round #8 C. Looking for Order 状压
C. Looking for Order 题目连接: http://www.codeforces.com/contest/8/problem/C Description Girl Lena likes ...