Страница:
NetworkingManager
Страницы
Attribute Message System
Binary Serialization
BitWriter & BitReader
Connection Approval
Core Components
Custom Transports
Dedicated Servers
Differences from UNET HLAPI
Getting Started
HLAPI Differences
Handshake
Home
Lag Compensation
Library Initialization
Limitations
Message Encryption
Message System
Modularity
NetworkConfig
NetworkProfiler Editor Window
Networked Object Pooling
NetworkedAnimator
NetworkedBehaviour
NetworkedNavMeshAgent
NetworkedObject
NetworkedTransform
NetworkedVar
NetworkingManager
Object & Behaviour Relation
Object Ownership
Object Spawning
Observer
Optimization
Passthrough Messages
Prototype Components
Roadmap
Scene Management
SyncedVars
Targeted Messages
TrackedObject
2
NetworkingManager
Albin Corén редактировал(а) эту страницу 2018-04-17 17:20:56 +02:00
Содержание
The NetworkingManager is the most fundamental core component of the MLAPI. It's what manages connections and most other logic. It's the core of the MLAPI.
Each project needs one active NetworkingManager. It only has a few options:
-
DontDestroy - If enabled, the GameObject the component sits on will be set to DontDestroyOnLoad
-
RunInBackground - If enabled, this will cause the Unity RunInBackground to be set to true.
-
NetworkConfig - The NetworkConfig to use
Methods
- StartServer - Starts clientless server
- StartClient - Starts a serverless client
- StartHost - Starts a Client-Server combo
- StopServer - Stops clientless server
- StopHost - Stops Client-Server combo
- StopClient - Stops serverless client
Getting Started
The Basics
- Message System
- Object Spawning
- Object & Behaviour Relation
- Modularity
- NetworkedVar
- Scene Management
- Object Ownership
Components
Advanced Topics
- Encryption
- Networked Object Pooling
- Lag Compensation
- BitWriter & BitReader
- Custom Transports
- Optimization
- Network Profiler Window
- Dedicated Servers