Set the threshold at which, if a movement update puts a GameObject further from its current position than this, the GameObject snaps to the position instead of moving smoothly. Set the distance that a GameObject can move without sending a movement synchronization update. Only select this if you’re using a Character Controller. Use the Character Controller component for synchronization. Unlike true collider components, a Rigidbody is not needed and the momentum effects are not realistic. Sync Character Controller A simple, capsule-shaped collider component with specialized features for behaving as a character in a game. Use this if the 3D physics system controls this GameObject. Use the Rigidbody component for synchronization. Use this if the 2D physics system controls this GameObject. Use the Rigidbody2D component for synchronization. Sync Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. Use this if the physics system does not control this GameObject (that is, if you are moving it via scripting or animation). Use the GameObject’s Transform for synchronization. Select what type of synchronization should occur on this GameObject. You can set this slider to 0 for GameObjects that do not need to update after being created, like non-interactive effects generated by a player (for example, a dust cloud left behind that the player cannot interact with). Set the number of network updates per second. Note that the network Transform component only synchronizes spawned networked GameObjects. More info See in Glossary across the network. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary synchronizes the movement and rotation of GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. The Network Transform component A Transform component determines the Position, Rotation, and Scale of each object in the scene. For more information and next steps see the information on the Unity Netcode for GameObjects website. More info See in Glossary Solution (Netcode for GameObjects) is under development. NetworkServer.Important: UNet is a deprecated solution, and a new Multiplayer and Networking The Unity system that enables multiplayer gaming across a computer network. NetworkServer.RegisterHandler (MsgType.Disconnect, OnClientDisconnected) NetworkServer.RegisterHandler (MsgType.Connect, OnClientConnected) Unity have different Messages types defined in MsgType Var ht = new HostTopology (config, maxConnections) ĭebug.Log ("No server created, error on the configuration definition") ĭebug.Log ("Server created, listening on port: " + port) ĭebug.Log ("No server created, could not listen to the port: " + port) There are different types of channels you can use, check the official documentationĬonfig.AddChannel (QosType.ReliableFragmented) Ĭonfig.AddChannel (QosType.UnreliableFragmented) Register handlers for the types of messages we can receive Usually the server doesn't need to draw anything on the screen The id we use to identify our messages and register the handler When you are sending a custom class, like our case, we define a handlers with a new id associated to the class we are sending over the network.
You can register handlers to manage the different types of message. For example the connect type have id 32 and it is called in the server when a client connects to it, or in the client when it connects to a server. There are default messages type defined in the MsgType class from Unity Networking. The HLA associates different types of message to an id.
We create a server that listen to the port 9999, allows a maximum of 10 connections, and read objects from the network of our custom class. Public class MyNetworkMessage : MessageBase This class have to inherance from MessageBase, in this example we will just send a string inside this class. The HLA allows us to easily serialize a class and send objects of this class over the network.
#UNITY 3D NETWORK HOW TO#
In this example we will see how to create a Server that can communicate with one or multiple clients. Unity networking provides the High Level API (HLA) to handle network communications abstracting from low level implementations. Creating a server, a client, and sending a message.