![]() This property is only here to notify developers when they use the outdated value. Properties inherited from Photon.MonoBehaviourĪ cached reference to a PhotonView on this GameObject. True if the PhotonView is "mine" and can be controlled by this client. ![]() Objects in the scene don't have an owner. The owner of a PhotonView is the player who created the GameObject with that view. True if the PhotonView was loaded with the scene (game object) or instantiated with InstantiateSceneObject. Although we cannot accept all submissions, we do. Thank you for helping us improve the quality of Unity Documentation. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. Identifies it in a networked game (per room). Unity is the ultimate game development platform. This is the instantiationData that was passed when calling PhotonNetwork.Instantiate* (if that was used to spawn this prefab) More. The current master ID so that we can compare when we receive OnMasterClientSwitched() callback It's public so that we can check it during ownerId assignments in networkPeer script TODO: Maybe we can have the networkPeer always aware of the previous MasterClient? More. OwnershipTransfer = OwnershipOption.Fixedĭefines if ownership of this PhotonView is fixed, can be requested or simply taken. OnSerializeRigidBodyOption = OnSerializeRigidBody.All OnSerializeTransformOption = OnSerializeTransform.PositionAndRotation Used for checking when joining late if event with mismatched owner and sender needs addressing. Behind the scenes Photon Unity Networking uses more than one server: Several 'Game Servers' run the actual rooms (matches) while a 'Master Server' keeps track of rooms and match players. RpcSecure (string methodName, PhotonPlayer targetPlayer, bool encrypt, params object parameters)įlag to check if ownership of this photonView was set during the lifecycle. Unlike Unitys built-in networking, PUN always connects to a dedicated server which provides rooms, matchmaking and in-room communication for players. RPC (string methodName, PhotonPlayer targetPlayer, params object parameters) RpcSecure (string methodName, PhotonTargets target, bool encrypt, params object parameters) RPC (string methodName, PhotonTargets target, params object parameters)Ĭall a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). SerializeView ( PhotonStream stream, PhotonMessageInfo info)ĭeserializeView ( PhotonStream stream, PhotonMessageInfo info)Ĭan be used to refesh the list of MonoBehaviours on this GameObject while PhotonNetwork.UseRpcMonoBehaviourCache is true. OnMasterClientSwitched ( PhotonPlayer newMasterClient)Ĭheck ownerId assignment for sceneObjects to keep being owned by the MasterClient. Transfers the ownership of this PhotonView (and GameObject) to another player. TransferOwnership ( PhotonPlayer newOwner) Use it like a NetworkView.ĭepending on the PhotonView's ownershipTransfer setting, any client can request to become owner of the PhotonView. Valid RPC parameters are int, float, string, NetworkPlayer, NetworkViewID, Vector3 and Quaternion.PUN's NetworkView replacement class for networking. For more information see the RPC section of the manual. You don't need to change the way you call the RPCįunction when you do this. Which will automatically contain the information. To get information on the RPC itelf, you can add a NetworkMessageInfo parameter to the function declaration The communication group set for the network view, with oup, is used for the RPC call. RPC calls are always guaranteed to be executed in the same order as they are sent. ![]() Have the same name only one of them is called when RPC is invoked. RPC function names should be unique accross the Scene, if two RPC functions in different scripts If it is just for the RPC function, state synchronization should be turned off and the observed property can be set to none. It doesn't matter if the NetworkView is being used for something else or just for the RPC function. The called function must have the tag set ( for C Sharp code).Ī NetworkView must be attached to the GameObject where the RPC function is being called. ![]()
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