![]() ![]() You can however make some kind of GameManager object in your scene. In which case, you wouldn't have access to instance variables like networkview. So, serialising the whole array of objects isnt an option. Thats fine, except as far as I can tell, Unitys NetworkView.RPC method is the only thing in the universe that knows how to serialise a NetworkViewID properly. In this case you'd be treating Table_Manager like a static class. Serialising the entire array results in Unity doing no serialisation in NetworkView.RPC. Your desired strategy of calling the method: Table_("Table_Manager",RPCMode.All,25) will not work. Once you're sure a NetworkView is attached to the same GameObject as your script, you can either use the built in shortcut of workview (which will automatically retrieve the NetworkView attached to the same GameObject), or you can use this.GetComponent() to get the NetworkView component attached to the current GameObject.Įither way, you'll be retrieving the same NetworkView, and utilizing it for its RPC functionality. ![]() Network views are very easy and simple to use but have lots of. If you're only using it for RPC, you can set the Observed to none and change the State Synchronization to Off. A network view is a gateway to creating multiplayer games in Unity. Or you can just manually add the NetworkView component yourself. This will ensure that whenever your script is added to a GameObject, a NetworkView component will also be added to that GameObject. Ive been developing a multiplayer game for about a year now and Im approaching my launch date, when suddenly I find all the RPCalls Ive written have been deprecated. You can add the following attribute at the beginning of your script class: As excited as I am for the new uNet features, it comes at a bad time for my project. ![]()
0 Comments
Leave a Reply. |