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Networkview owner unity
Networkview owner unity





networkview owner unity

Object deserialisedArgs = new object įor( int i = 0 i ( ( string )args ) First we have to deserialise the method arguments. The RPC method: private void ComponentRPCNetwork( params object args ) The only problem now is, Unity won't put the objects it serialises into my params object parameter. I also put the unique component name and method name in the array. NetworkView.RPC( "ComponentRPCNetwork", mode, serialisedObjects ) Serialise arguments and call our RPC method through Unity. So, I now I serialise them IF they're not a NetworkViewID, then send the entire object array to Unity, which it does interpret correctly: protected void ComponentRPC( string methodName, RPCMode mode, params object args ) If Unity 5. So, serialising the whole array of objects isn't an option. new PhotonView get This property is only here to notify developers when they use the outdated value. They are simple to use, but they are extremely powerful.

#Networkview owner unity how to#

That's fine, except as far as I can tell, Unity's NetworkView.RPC method is the only thing in the universe that knows how to serialise a NetworkViewID properly. Network Views are the gateway to creating networked multiplayer games in Unity. Serialising the entire array results in Unity doing no serialisation in NetworkView.RPC.

networkview owner unity

This method simply serialises the parameters into a string and sends them to unity's RPC method. So, now every RPC call should go through my RPC method. So, to fix this I've added a unique name to every component and have to do some relatively slow searching and reflection in order to have a safe RPC call. This means an arbitrary component will be the "this" of the RPC method that actually gets called. "RPC function names should be unique accross the scene, if two RPC functions in different scripts have the same name only one of them is called when RPC is invoked" This means if I have two components that share a base class that has an RPC method, they won't work due to this: This setting affects how RequestOwnership and TransferOwnership work at runtime. OwnershipOption enum OwnershipOption strong Options to define how Ownership Transfer is handled per PhotonView. Every component that a game object uses is placed on the object and is disabled/enabled based on it's state machine's current state. PhotonNetwork.ConnectUsingSettings will call either ConnectToMaster, ConnectToRegion or ConnectToBest, depending on the settings. Why do I need to do this? The game I'm working on fully conforms to a component style design.







Networkview owner unity