Страница:
Prototype Components
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
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Prototype Components
Albin Corén редактировал(а) эту страницу 2018-03-31 02:32:22 +02:00
Prototype components, unlike core components, are additional components that can be very useful for prototyping a game. Often they do things in inefficient but generalized and generic ways that are made to fit most games. These are not designed for production, that is not to say they cannot be used for that purpose. These components often include things like synchronizing positions where a specialized version designed with optimizations for the game you are creating is very beneficial, thus they are not part of the core components.
Here is an example of the quality the NetworkTransform and NetworkAnimator with default settings can offer.
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