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Unity networkview
Unity networkview









unity networkview unity networkview
  1. #Unity networkview manual#
  2. #Unity networkview code#

do something meaningful with the received variable

unity networkview

HorizontalInput = Input.GetAxis ("Horizontal") To take an example, a serialization function could look like this: void OnSerializeNetworkView (Bitstream stream, NetworkMessageInfo info) The contents of this byte stream are then cached by the engine, and if the next time the function is called the result doesn’t match the cached version the object is considered dirty and the state is sent to clients.

#Unity networkview code#

This function is invoked on objects with the NetworkView component, and the serialization code written by the developer writes to (or reads from) the byte stream provided. The existing Unity networking system has a “ReliableDeltaCompressed” type of synchronization that performs state synchronization by providing an OnSerializeNetworkView() hook function. This is an ambitious list of requirements! Legacy Networking System Allow the system to be driven by meta-data (custom attributes)

#Unity networkview manual#

Don’t introduce manual steps that developers need to perform to use the systemĩ. Work with all supported Unity scripting languagesĨ. Don’t require developers to explicitly set variables as dirtyĦ. Minimize protocol and serialization mismatch issues, by not requiring developers to hand-code serialization functionsĥ. Minimize CPU usage by not constantly checking to see if a state has changedĤ. Minimize bandwidth usage by only sending states that have changed (incremental updates)ģ. Minimize memory usage by not keeping shadow copies of variablesĢ. So some concrete goals for this system would be:ġ. This seems simple, but the challenge here is to make the system invisible to developers writing the code, efficient in terms of CPU, memory and bandwidth usage, and flexible enough to support all the types the developer wants to use. When a player on the server takes damage, all of the players in the game need to be told about the new health value for that player. Below is a simple combat class: class Combat : MonoBehaviour This requires a member variable on a script class that is sent to all of the clients when it changes on the server. For example in a combat game, the health of the players needs to visible to all players. It is common for networked games to have a server that owns objects, and clients that need to be told when data in those objects change. Background and RequirementsĪs a little bit of background. We begin with a summary of how this is done in the existing (legacy) Unity networking system, and move on to how it will function in the new UNET networking system and the decision making process that lead to that new design. This post discusses state synchronization in networked Unity games.











Unity networkview