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
- django配置templates、static、media和连接mysql数据库
1.模板文件 # =======templates配置======= if os.path.exists(os.path.join(BASE_DIR, 'templates')) is False: ...
- redis_安装
前面几章内容简单介绍了NoSql的概念,以及NoSql的几种分类,本文开始后面开始学习KV数据库Redis. 一.Redis是什么? Redis:REmote DIctionary Server(远程 ...
- 【BZOJ 3456】 3456: 城市规划 (NTT+多项式求逆)
3456: 城市规划 Time Limit: 40 Sec Memory Limit: 256 MBSubmit: 658 Solved: 364 Description 刚刚解决完电力网络的问题 ...
- 72.2801 LOL-盖伦的蹲草计划(广搜)
时间限制: 1 s 空间限制: 256000 KB 题目等级 : 黄金 Gold 题解 查看运行结果 题目描述 Description 众所周知,LOL这款伟大的游戏,有个叫盖伦的英雄.他的伟大之处在 ...
- 快速排序及查找第K个大的数。
本文提供了一种基于分治法思想的,查找第K个大的数,可以使得时间复杂地低于nlogn. 因为快排的平均时间复杂度为nlogn,但是快排是全部序列的排序, 本文查找第k大的数,则不必对整个序列进行排序.请 ...
- textbox约束输入值问题解答
网上很多关于文本框只能输入数字的,今天又找了一遍,发现以前的写法居然有点问题! onkeypress="if (event.keyCode<48 || event.keyCode> ...
- 《C# to IL》第二章 IL基础
如果你真的想要理解C#代码,那么最好的方法就是通过理解由C#编译器生成的代码.本章和下面两章将关注于此. 我们将用一个短小的C#程序来揭开IL的神秘面纱,并解释由编译器生成的IL代码.这样,我们就可以 ...
- apache&mod_wsgi&django部署多个项目
今天做好了第二个django项目,但在部署时出了一点小问题,在此记录一下. 1.mod_wsgi 3.4已经支持了部署多个项目,只需在httpd.conf中进行如下配置: WSGIScriptAlia ...
- IOS常用的第三方开发库
开发几个常用的开源类库及下载地址: 1.json json编码解码2.GTMBase64 base64编码解码3.TouchXML xml解析4.SFHFKeychainUtils 安全保存用户密码到 ...
- Lower dc/dc-converter ripple by using optimum capacitor hookup
Low-ripple-voltage positive-to-negative dc/dc converters find use in many of today's high- frequency ...