Страница:
Differences from UNET HLAPI
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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
3
Differences from UNET HLAPI
Albin Corén редактировал(а) эту страницу 2018-07-24 15:13:26 +02:00
Содержание
This documentation is outdated.
Here are some notable differences between the UNET HLAPI and the MLAPI:
-
Messages do not have to be targeted. That is, a non-targeted message will be invoked on every registered handler.
-
MLAPI does not have an authority system, any client can send a targeted message targeted at any netBehaviour. This can easily be enforced by the developer as shown below
private void OnMyMessageRecieved(uint clientId, byte[] data)
{
if(clientId != ownerClientId) //If the sender of the message is not the one who owns the object.
return; //Return, this is sent without authority.
}
- Static scene objects need to be spawnable prefabs
- ~Each NetworkedBehaviour can have 255 SyncedVar's instead of 32~ versions > v1.1.1 has no limit
- The MLAPI handles scene mangement differently, the HLAPI destroys and recreates networked objects after a full scene switch. The MLAPI loads the new scene additivley, then moves networkedObjects from the old scene to the new scene and lastly unloads the old scene, thus destroying the old objects.
- If sceneManagement is enabled, every scene used has to be registered as a networkedScene.
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