unity3d lightmappingnetwork ping怎么看

全部微信分类
当前位置:
Unity3D内置网络Network之授权服务器案例
本网站文章均来自网络
搜索结果,只以信息传播为目的,不代表本站认同其观点和立场,版权为原作者所有,请与公众号原作者联系,亦切勿轻易相信文章内容。如有侵犯权益,或者不良信息。请立即联络我们做技术屏蔽! 邮箱:
unity3d内置网络Network之实现简单的客户端与服务端相连接》,关于unity3D授权服务器与非授权服务器的解释官网有详细讲解,地址:http://edu./learning_document/getData?file=/Components/net-HighLevelOverview.html。现将博客内容及源码摘抄如下。新建一个场景,创建一个Plane物体命名为Ground,创建一个空物体命名为Spawn,创建一束方向光用于照亮整个场景,如图: 从Unity3D官方教程(Steal,即秘密潜如)素材包中导入主角模型和Idle动画和Walk动画,(素材地址:点击打开链接),为主角添加动画控制器,Rigidbody组件,NetworkView组件和BoxCollider组件,(脚本组件稍后讲解)并将主角保存为预制体(prefab)如图:
创建三个脚本Server,Client和PlayerCtrl,将Server脚本和Client脚本添加到主相机,如图: 将PlayerCtrl脚本添加到主角人物中,如图: 各个脚本代码如下:Server代码:[C#] 纯文本查看 复制代码?01
本网站文章均来自网络
搜索结果,只以信息传播为目的,不代表本站认同其观点和立场,版权为原作者所有,请与公众号原作者联系,亦切勿轻易相信文章内容。如有侵犯权益,或者不良信息。请立即联络我们做技术屏蔽! 邮箱:
上一篇:第一篇
下一篇:最后一篇
友情链接:转一个Unity网络位置同步算法,附加个人补完部分
转载请注明出自:
using UnityE
using System.C
using System.Collections.G
public class NetworkController : MonoBehaviour
&& &// Use this
for initialization
&& &void Start
&this.rigidbody.useGravity =
&& &// Update is
called once per frame
&& &void Update
&NetworkListen();
&& &#region
&& &private void
NetworkListen()
&this.rigidbody.useGravity =
&this.rigidbody.angularVelocity =
SelfInfo.GamePlayerInfo.ContainsKey(this.name)
SelfInfo.GamePlayerInfo[this.name].que.Count & 0
&long networktime = ( BaseInfo.NetWorkTime +
BaseInfo.DelayBackTime + (long)((Time.time -
BaseInfo.GameTime)*1000f) );
&for( i = 0 ;
i&SelfInfo.GamePlayerInfo[this.name].que.C i++
&if( networktime &= long.Parse(
(string)SelfInfo.GamePlayerInfo[this.name].que[i].data[18] )
SelfInfo.GamePlayerInfo[this.name].que.Count )
&MessageElement message_item =
SelfInfo.GamePlayerInfo[this.name].que[ i ];
&MessageElement message_item2;
&if( i & 0 )
&message_item2 =
SelfInfo.GamePlayerInfo[this.name].que[ i-1 ];
&SelfInfo.GamePlayerInfo[this.name].que.RemoveRange(0,i-1);
&message_item2 =
SelfInfo.GamePlayerInfo[this.name].que[ i ];
&Vector3 Nowvelocity = new
Vector3(float.Parse((string)message_item.data[11]) ,
float.Parse((string)message_item.data[12]) ,
float.Parse((string)message_item.data[13]) );
&Vector3 Nowvelocity2 = new
Vector3(float.Parse((string)message_item2.data[11]) ,
float.Parse((string)message_item2.data[12]) ,
float.Parse((string)message_item2.data[13]) );
&Vector3 NowVelocityA = new
Vector3(float.Parse((string)message_item.data[14]) ,
float.Parse((string)message_item.data[15]) ,
float.Parse((string)message_item.data[16]) );
&Vector3 NowVelocityA2 = new
Vector3(float.Parse((string)message_item2.data[14]) ,
float.Parse((string)message_item2.data[15]) ,
float.Parse((string)message_item2.data[16]) );
&Quaternion Nowrotation = new
Quaternion(float.Parse((string)message_item.data[7]) ,
float.Parse((string)message_item.data[8]) ,
float.Parse((string)message_item.data[9]) ,
float.Parse((string)message_item.data[10]) );
&Quaternion Nowrotation2 = new
Quaternion(float.Parse((string)message_item2.data[7]) ,
float.Parse((string)message_item2.data[8]) ,
float.Parse((string)message_item2.data[9]) ,
float.Parse((string)message_item2.data[10]) );
&Vector3 Nowposition = new Vector3(
float.Parse((string)message_item.data[4]) ,
float.Parse((string)message_item.data[5]) ,
float.Parse((string)message_item.data[6]) );
&Vector3 Nowposition2 = new Vector3(
float.Parse((string)message_item2.data[4]) ,
float.Parse((string)message_item2.data[5]) ,
float.Parse((string)message_item2.data[6]) );
&//~ Debug.Log(networktime -
long.Parse((string)message_item.data[18]));
&long TimeLimitExceed = 500;
&//忽略大于固定延迟时间
&if( networktime -
long.Parse((string)message_item.data[18]) &
TimeLimitExceed )
&//~ Debug.Log(networktime -
long.Parse((string)message_item.data[18]));
&//求新的位置点
&float tmptime = 0f;
&float delaytime = 0.1f;
&if( Nowvelocity.magnitude != 0 )
&tmptime += ( Nowposition - Nowposition2
).magnitude / Nowvelocity2.
&//求移动中间点
&float AddSpeedTime = (float)( networktime -
long.Parse((string)message_item.data[18]) )/1000f;
&float DisTime = (float)( long.Parse(
(string)message_item.data[18] ) - long.Parse(
(string)message_item2.data[18] ) )/1000f;
&Vector3 VelocityA = NowVelocityA;
&Vector3 NewPosition = Nowposition +
Nowvelocity*AddSpeedTime + VelocityA*AddSpeedTime*AddSpeedTime/2f +
(Nowvelocity+AddSpeedTime*VelocityA)*
&Vector3 NewPosition1 = Nowposition +
Nowvelocity*AddSpeedTime +
VelocityA*AddSpeedTime*AddSpeedTime/2f;
&if( (NewPosition1 -
this.transform.position).magnitude & 10f )
&Debug.Log("Distance is larger than 10
meters!");
&this.rigidbody.velocity =
(Nowvelocity+AddSpeedTime*VelocityA)*
&this.rigidbody.angularVelocity =
&this.transform.rotation = N
&this.transform.position = NewPosition1;
&//~ Debug.DrawLine( NewPosition , NewPosition +
Vector3.up*20f );
&//~ this.transform.position = NewP
&//~ if( (NewPosition -
this.rigidbody.position).magnitude & 10 )
this.GetComponentInChildren&Collider&().isTrigger
this.GetComponentInChildren&Collider&().isTrigger
&Vector3 NewV
&//~ if( Vector3.Angle( ( Nowposition -
NewPosition ).normalized , ( NewPosition - this.rigidbody.position
).normalized ) & 110f )
&//~ NewVelocity = ( Nowposition2 - Nowposition
).normalized * Nowvelocity.
&//~ dislen = ( (float)( networktime -
long.Parse((string)message_item2.data[18]) ) + delaytime ) / (
(float)( long.Parse( (string)message_item.data[18] ) - long.Parse(
(string)message_item2.data[18] ) ) );
&//~ NewPosition = Vector3.Slerp( Nowposition2 ,
Nowposition , dislen );
&//~ NewVelocity = ( NewPosition -
this.rigidbody.position ).normalized * ( NewPosition -
this.rigidbody.position ).magnitude /
&//~ Debug.Log("in back: "+ Vector3.Angle( (
Nowposition - NewPosition ).normalized , ( NewPosition -
this.rigidbody.position ).normalized ) );
&//把新速度付给本物体
&if( tmptime & 0.00001f )
&NewVelocity = ( NewPosition -
this.rigidbody.position ).normalized * Nowvelocity.
&NewVelocity = ( NewPosition -
this.rigidbody.position ).normalized *( NewPosition -
this.rigidbody.position ).magnitude /
&this.rigidbody.velocity = NewV
&//车辆方向改变旋转模拟
&float len = 1f;
&if( (NewPosition -
this.rigidbody.position).magnitude & 0 )
&len = NewVelocity.magnitude*Time.deltaTime /
(NewPosition - this.rigidbody.position).
&this.transform.rotation = Quaternion.Slerp(
this.rigidbody.rotation& , Nowrotation , len
&#endregion
下面为自己根据以上算法补完部分
GameKitConnect .cs
using UnityE
using System.C
public class GameKitConnect : MonoBehaviour
&&& //上次速度
&&& public
Vector3 lastVelocity = Vector3.
&&& //加速度
&&& public
Vector3 velocityA = Vector3.
&&& //刚开始
&&& public bool
isFirstTime =
&&& private bool
isClient =
&&& private bool
isServer =
&&& private long
delayTime = 0;
&&& private
Transform myT
&&& private
Rigidbody myR
PlayerElement playerElement = new PlayerElement ();
MessageElement messageElement = new MessageElement ();
&&& void Awake
&&& // Use this
for initialization
&&& void Start
&&& myTransform
&&& myRigidbody
GameKitManager.peerConnected += OnPeerC
GameCenterMultiplayerManager.matchmakerFoundMatch +=
matchmakerFoundM
if(GameCenterBinding.isGameCenterAvailable()
!(Application.internetReachability ==
NetworkReachability.NotReachable)){
GameCenterBinding.authenticateLocalPlayer();
SelfInfo.GamePlayerInfo.Add ("Player",
playerElement);&&&
&&& // Update is
called once per frame
&&& void Update
(GameKitManager.isConnected () ||
(GameCenterBinding.isPlayerAuthenticated ()
!GameCenterMultiplayerBinding.getAllConnectedPlayerIds ()[0].Equals
(isServer) {
SendRawMessage ();
(isClient) {
NetworkListen ();
&&& private void
OnPeerConnected (string peerId)
(GameKitBinding.getPeerId ().GetHashCode () &
peerId.GetHashCode ()) {
&&& isServer =
&&& isClient =
&&& Debug.Log
("isServer===================");
&&& } else
&&& isServer =
&&& isClient =
&&& Debug.Log
("isClient===================");
GetComponent&Move& ().enabled =
BaseInfo.GameTime = (long)Time.
&&& private void
matchmakerFoundMatch(int count){
&&& string myId
= GameCenterBinding.playerIdentifier ();
&&& string
playerId = GameCenterMultiplayerBinding.getAllConnectedPlayerIds
()[0].Equals ("") ? "" :
GameCenterMultiplayerBinding.getAllConnectedPlayerIds ()[0];
if(myId.GetHashCode() &
playerId.GetHashCode()){
&&& isServer =
&&& isClient =
&&& Debug.Log
("isServer===================");
&&& }else{
&&& isServer =
&&& isClient =
&&& Debug.Log
("isClient===================");
GetComponent&Move& ().enabled =
BaseInfo.GameTime = (long)Time.
&&& private
IEnumerator SendTimeDelay(){
while(true){
GameKitBinding.sendData(gameObject.name, "ReceiveTimeDelay",
((long)((Time.time - BaseInfo.GameTime) * 1000f)).ToString
&&& yield return
&&& public void
ReceiveTimeDelay(string data){
Debug.Log("[Delaydata] : " + data);
BaseInfo.DelayBackTime = ((long)((Time.time - BaseInfo.GameTime) *
1000f)) - long.Parse(data);
&&& delayTime =
((long)((Time.time - BaseInfo.GameTime) * 1000f)) -
long.Parse(data);
Debug.Log("[DelayBackTime] ======= " +
BaseInfo.DelayBackTime);
&&& private void
SendRawMessage ()
(isFirstTime) {
&&& velocityA =
&&& } else
&&& velocityA =
(myRigidbody.velocity - lastVelocity) / Time.deltaT
&&& string data
= myRigidbody.position.x + "|" + myRigidbody.position.y + "|" +
myRigidbody.position.z + "|" + myRigidbody.rotation.x + "|" +
myRigidbody.rotation.y + "|" + myRigidbody.rotation.z + "|" +
myRigidbody.rotation.w + "|" + myRigidbody.velocity.x + "|" +
myRigidbody.velocity.y + "|" + myRigidbody.velocity.z + "|" +
velocityA.x + "|" + velocityA.y + "|" + velocityA.z + "|" +
(long)((Time.time - BaseInfo.GameTime) * 1000f);
&&& byte[] bytes
= System.Text.UTF8Encoding.UTF8.GetBytes (data);
if(GameKitManager.isConnected ()){
GameKitBinding.sendData (gameObject.name, "ReveiveRawMeeage", data,
if(GameCenterBinding.isPlayerAuthenticated ()
!GameCenterMultiplayerBinding.getAllConnectedPlayerIds ()[0].Equals
GameCenterMultiplayerBinding.sendMessageToAllPeers
(gameObject.name, "ReveiveRawMeeage", data, true);
&&& lastVelocity
= myRigidbody.
&&& isFirstTime
Debug.Log("[data] : " + data);
&&& public void
ReveiveRawMeeage (string data)
&&& Debug.Log
("ReveiveRawMeeage" + data);
messageElement.data = data.Split ('|');
messageElement.data[13] = ((long)((Time.time - BaseInfo.GameTime) *
1000f)).ToString ();
playerElement.que.Add (messageElement);
&&& private void
NetworkListen ()
myRigidbody.angularVelocity = Vector3.
(SelfInfo.GamePlayerInfo.ContainsKey (gameObject.name)
SelfInfo.GamePlayerInfo[gameObject.name].que.Count &
//游戏开始后的时间加上延迟时间&&&
networktime = (BaseInfo.NetWorkTime + BaseInfo.DelayBackTime +
(long)((Time.time - BaseInfo.GameTime) * 1000f));
&&& Debug.Log
("netwoekTime :" + networktime);
&&& Debug.Log
("[GamePlayerInfo] : " +
SelfInfo.GamePlayerInfo[gameObject.name].que.Count);
&&& for (i = 0;
SelfInfo.GamePlayerInfo[gameObject.name].que.C i++) {
(networktime &= long.Parse
(SelfInfo.GamePlayerInfo[gameObject.name].que[i].data[13])) {
&&& if (i ==
SelfInfo.GamePlayerInfo[gameObject.name].que.Count) {
MessageElement message_item =
SelfInfo.GamePlayerInfo[gameObject.name].que[i];
MessageElement message_item2;
message_item2 = SelfInfo.GamePlayerInfo[gameObject.name].que[i -
SelfInfo.GamePlayerInfo[gameObject.name].que.RemoveRange (0, i -
&&& } else
message_item2 =
SelfInfo.GamePlayerInfo[gameObject.name].que[i];
&&& Debug.Log
("[index] : " + i);
rigidbody.velocity
&&& //10-12
acceleration
&&& Vector3
Nowposition = new Vector3 (float.Parse (message_item.data[0]),
float.Parse (message_item.data[1]), float.Parse
(message_item.data[2]));
&&& Vector3
Nowposition2 = new Vector3 (float.Parse (message_item2.data[0]),
float.Parse (message_item2.data[1]), float.Parse
(message_item2.data[2]));
&&& Quaternion
Nowrotation = new Quaternion (float.Parse (message_item.data[3]),
float.Parse (message_item.data[4]), float.Parse
(message_item.data[5]), float.Parse (message_item.data[6]));
&&& Quaternion
Nowrotation2 = new Quaternion (float.Parse (message_item2.data[3]),
float.Parse (message_item2.data[4]), float.Parse
(message_item2.data[5]), float.Parse
(message_item2.data[6]));
&&& //速度
&&& Vector3
Nowvelocity = new Vector3 (float.Parse (message_item.data[7]),
float.Parse (message_item.data[8]), float.Parse
(message_item.data[9]));
&&& Vector3
Nowvelocity2 = new Vector3 (float.Parse (message_item2.data[7]),
float.Parse (message_item2.data[8]), float.Parse
(message_item2.data[9]));
&&& //加速度
&&& Vector3
NowVelocityA = new Vector3 (float.Parse (message_item.data[10]),
float.Parse (message_item.data[11]), float.Parse
(message_item.data[12]));
&&& Vector3
NowVelocityA2 = new Vector3 (float.Parse (message_item2.data[10]),
float.Parse (message_item2.data[11]), float.Parse
(message_item2.data[12]));
TimeLimitExceed = 500;
&&& Debug.Log
("[TimelimitTime] : " + (networktime - long.Parse
(message_item.data[13])));
(networktime - long.Parse (message_item.data[13]) &
TimeLimitExceed) {
//求新的位置点
tmptime = 0f;
delaytime = 0.1f;
(Nowvelocity.magnitude != 0)
&&& tmptime +=
(Nowposition - Nowposition2).magnitude /
Nowvelocity2.
//求移动中间点
AddSpeedTime = (float)(networktime - long.Parse
(message_item.data[13])) / 1000f;
DisTime = (float)(long.Parse (message_item.data[13]) - long.Parse
(message_item2.data[13])) / 1000f;
&&& Debug.Log
("[AddSpeedTime] : " + AddSpeedTime + "& [DisTime]
" + DisTime);
&&& Vector3
VelocityA = NowVelocityA;
&&& Vector3
NewPosition = Nowposition + Nowvelocity * AddSpeedTime + VelocityA
* AddSpeedTime * AddSpeedTime / 2f + (Nowvelocity + AddSpeedTime *
VelocityA) *
&&& Vector3
NewPosition1 = Nowposition + Nowvelocity * AddSpeedTime + VelocityA
* AddSpeedTime * AddSpeedTime / 2f;
&&& Debug.Log
("[NewPosition] :& " + NewPosition);
((NewPosition1 - myTransform.position).magnitude &
&&& Debug.Log
("Distance is larger than 10 meters!");
myRigidbody.velocity = (Nowvelocity + AddSpeedTime * VelocityA) *
myRigidbody.angularVelocity = Vector3.
myTransform.rotation = N
myTransform.position = NewPosition1;
&&& Vector3
//把新速度付给本物体
&&& if (tmptime
& 0.00001f) {
&&& NewVelocity
= (NewPosition - myRigidbody.position).normalized *
Nowvelocity.
&&& } else
&&& NewVelocity
= (NewPosition - myRigidbody.position).normalized * (NewPosition -
myRigidbody.position).magnitude /
myRigidbody.velocity = NewV
&&& Debug.Log
("[NewVelocity] : " + NewVelocity.x + "|" + NewVelocity.y + "|" +
NewVelocity.z +
"&&& [tmpTime] :
" + tmptime);
//方向改变旋转模拟
&&& float len =
((NewPosition - myRigidbody.position).magnitude & 0
&& NewVelocity.magnitude
NewVelocity.magnitude * Time.deltaTime / (NewPosition -
myRigidbody.position).
Debug.Log("[len] : " +
myTransform.rotation = Quaternion.Slerp (myRigidbody.rotation,
Nowrotation, len);
if(GUI.Button(new Rect(10, 10, 150, 60), "InventFriend")){
GameCenterMultiplayerBinding.showMatchmakerWithMinMaxPlayers (2,
if(GUI.Button(new Rect(180, 10, 150, 60), "Show PeerPick")){
GameKitBinding.showPeerPicker (true);
if(GUI.Button(new Rect(380, 10, 150, 60), "Authenticate
LocalPlayer")){
if(GameCenterBinding.isGameCenterAvailable()
!(Application.internetReachability ==
NetworkReachability.NotReachable)){
GameCenterBinding.authenticateLocalPlayer();
BaseInfo.cs
using UnityE
using System.C
//本地的时间信息
public class BaseInfo : MonoBehaviour
&&& public
static long NetWorkTime = 0;
&&& //毫秒
&&& public
static long DelayBackTime = 200;
//连接开开始的时间
&&& public
static long GameT
SelfInfo .cs
using UnityE
using System.C
using System.Collections.G
public class SelfInfo : MonoBehaviour
&&& public
static Dictionary&string,
PlayerElement& GamePlayerInfo = new
Dictionary&string,
PlayerElement&();
public class PlayerElement
&&& public
List&MessageElement& que = new
List&MessageElement&();
public class MessageElement
&&& public
string[] data = new string[14];
using UnityE
using System.C
public class Move : MonoBehaviour
&&& private
float speed = 10f;
&&& public
Vector3 forward = Vector3.
&&& public bool
&&& public bool
&&& public float
rotationSpeed = 10f;
&&& private
Transform myT
&&& private
Rigidbody myR
&&& // Use this
for initialization
&&& void Start
&&& myTransform
&&& myRigidbody
&&& // Update is
called once per frame
&&& void Update
&&& if (ro)
myTransform.Rotate(Vector3.right * Time.deltaTime *
rotationSpeed);
FixedUpdate ()
&&& if (go)
myRigidbody.AddRelativeForce (forward * speed);
&&& void OnGUI
(GUI.Button (new Rect (120, 480, 100, 50), "Forward")) {
&&& forward =
transform.TransformDirection (Vector3.forward);
(GUI.Button (new Rect (120, 580, 100, 50), "Back")) {
&&& forward =
transform.TransformDirection (-Vector3.forward);
(GUI.Button (new Rect (10, 530, 100, 50), "Left")) {
&&& forward =
transform.TransformDirection (Vector3.left);
(GUI.Button (new Rect (230, 530, 100, 50), "Right")) {
&&& forward =
transform.TransformDirection (-Vector3.left);
(GUI.Button (new Rect (380, 580, 200, 50), "Jump")) {
&&& forward =
transform.TransformDirection (-Vector3.left);
rigidbody.velocity = new Vector3 (0, 5, 0);
(GUI.Button (new Rect (600, 480, 100, 50), "Rotate")) {
(GUI.Button (new Rect (600, 580, 100, 50), "StopRotate")) {
(GUI.Button (new Rect (850, 480, 100, 50), "+")) {
(GUI.Button (new Rect (850, 580, 100, 50), "-")) {
rigidbody.velocity = Vector3.
(GUI.Button (new Rect (850, 10, 100, 50), "Level")) {
(Application.loadedLevel == 1) {
Application.LoadLevel (0);
&&& } else
Application.LoadLevel (1);
已投稿到:
以上网友发言只代表其个人观点,不代表新浪网的观点或立场。1986人阅读
Unity(20)
&先说一下一些基本概念吧!复习复习。
NAT 穿透技术
NAT,即Network Address Translation,可译为网络地址转换或网络地址翻译。
网络地址转换(NAT,Network Address Translation)属接入广域网(WAN)技术,
是一种将私有(保留)地址转化为合法IP地址的转换技术,它被广泛应用于各种类型
Internet接入方式和各种类型的网络中。原因很简单,NAT不仅完美地解决了lP地址不
足的问题,而且还能够有效地避免来自网络外部的攻击,隐藏并保护网络内部的计算机。
端口 &(精辟的解释)
软件领域的端口一般指网络中面向连接服务和无连接服务的通信协议端口,
是一种抽象的软件结构,包括一些数据结构和I/O(基本输入输出)缓冲区。
如果把IP地址比作一间房子 ,端口就是出入这间房子的门。真正的房子只有几个门,
但是一个IP地址的端口可以有65536(即:2^16)个之多!端口是通过端口号来标记的,
端口号只有整数,范围是从0 到6-1)。
在Internet上,各主机间通过TCP/IP协议发送和接收数据包,
各个数据包根据其目的主机的ip地址来进行互联网络中的路由选择。
可见,把数据包顺利的传送到目的主机是没有问题的。问题出在哪里呢?
我们知道大多数操作系统都支持多程序(进程)同时运行,那么目的
主机应该把接收到的数据包传送给众多同时运行的进程中的哪一个呢?
显然这个问题有待解决,端口机制便由此被引入进来。
端口决定了 该数据包会给哪个进程,嗦嘎!
ping用来检查网络是否通畅或者网络连接速度的命令/值,就是延迟,
单位一般为毫秒,&举个例子 比如说你玩游戏时开枪 如果延迟是100&
那你按键后100毫秒才会开枪 所以说ping越低越有利。
Network.useNat =不使用穿透
Network.Connect(connectToIP, connectPort);这一句就可以连接进入某个IP,通过他的端口。
Network.InitializeServer(32, connectPort);这一句是使自身变为服务器,并开放端口。
按钮完毕后:GUILayout.EndVertical();
Network.connections.length()可以得到已连接至服务器的客户端数量
Network.GetAveragePing(Network.connections[0] ));//第一个连接的玩家的平均ping时间。
描述:到给定player 的最后平均ping 时间,以毫秒计。如果没有发现玩家,返回‐1。
Ping 会每隔几秒自动发出。
function OnConnectedToServer()
unction OnDisconnectedFromServer(info : NetworkDisconnection)
function OnFailedToConnect(error: NetworkConnectionError)
function OnPlayerConnected(player: NetworkPlayer)
function OnServerInitialized()
function OnPlayerDisconnected(player: NetworkPlayer)
function OnFailedToConnectToMasterServer(info: NetworkConnectionError)
function OnNetworkInstantiate (info : NetworkMessageInfo)
function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo)
这几个都是触发函数,可以DEBUG得到很多有用信息,或者用于游戏中某些信息的显示。
个人不推荐使用Network来创建MMO。
我在另一篇文章中有讲解:
&&相关文章推荐
* 以上用户言论只代表其个人观点,不代表CSDN网站的观点或立场
访问:141459次
积分:3135
积分:3135
排名:第11021名
原创:173篇
转载:15篇
评论:11条
(4)(18)(19)(7)(6)(8)(8)(1)(4)(4)(1)(3)(7)(12)(8)(2)(1)(2)(9)(19)(11)(35)

我要回帖

更多关于 unity3d networkview 的文章

 

随机推荐