UNET

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Simple script by Veoz (sometimes on #unity3d-unet at irc.freenode.net) for sending messages back and forth between 2 applications with using networking:
 
Simple script by Veoz (sometimes on #unity3d-unet at irc.freenode.net) for sending messages back and forth between 2 applications with using networking:
http://hastebin.com/oxufizaxic.avrasm
+
http://hastebin.com/vojoyemodi.avrasm

Latest revision as of 16:27, 5 July 2015

We have an IRC channel dedicated to UNET! Join us on Freenode in the #unity3d-unet channel.


Contents

[edit] Refs


[edit] Tutorials (video)


[edit] Unity’s demo projects

Network starter is nice, also scroll a little down to find transport layer demo; also note the comment by Evil Otaku if you are having issues connecting with iOS, Android or WP8)


[edit] Other info

https://www.assetstore.unity3d.com/en/#!/content/40756 Unity 5 Survival Shooter (NOT UNET, but due to be updated)


[edit] Architecture ideas

http://www.neatcorporation.com/Projects/Flowstorm/TempFiles/ChatRelay.jpg


[edit] Known issues & workarounds

[edit] Matchmaker working from the same pc but not working from a different pc

Example from http://docs.unity3d.com/Manual/UNetInternetServicesOverview.html does not work:


[edit] Occasionally required for online matchmaking

// This is your 5-digit project UNET ID at multiplayer.unity3d.com
// This is due to be fixed in an upcoming patch release (was not in 5.1.1p3)
void Awake() {
    PlayerPrefs.SetString( "CloudNetworkingId", "12345" );
}


[edit] Snippets

// ClientRpc is called on the server - invokes on clients
[ClientRpc]
public void RpcMyMethod( string msg ) {
	Debug.Log( "Got message from the server: " + msg  );
}


// Commands are called on clients - invokes on the server
// Note that you can only send commands if you own the object it calls from
[Command]
public void CmdMyMethod( string msg ) {
	Debug.Log( "Got message from a client: " + msg );
}


// SyncVars are automatically sent from the server to other clients.
// Note that you still need a command to notify the server of the change
// if it comes from a client. Hook is optional
[SyncVar(hook="OnSomeoneChangedMyString")]
public string myString;
 
public void OnSomeoneChangedMyString( string myString ) {
	this.myString = myString;
	Debug.Log( "Changed myString to " + myString );
}


Simple script by Veoz (sometimes on #unity3d-unet at irc.freenode.net) for sending messages back and forth between 2 applications with using networking: http://hastebin.com/vojoyemodi.avrasm

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