Version: 2018.3 (switch to 2019.1 )
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Multiplayer Classes Reference

Note: UNet is deprecated, and will be removed from Unity in the future. A new system is under development. For more information and next steps see this blog post and the FAQ.

You can create scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary
which inherit from these classes to customise the way Unity’s networkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary
works.

  • The NetworkBehaviour class works with GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
    See in Glossary
    that have a Network Identity component. These scripts can perform high-level API functions such as Commands, ClientRPCs, SyncEvents and SyncVars.
  • The NetworkClient class manages a network connection from a client to a server, and can send and receive messages between the client and the server.
  • The NetworkConnection encapsulates a network connection. (NetworkClient)[class-NetworkClient] objects have a NetworkConnection, and NetworkServers have multiple connections - one from each client. NetworkConnections have the ability to send byte arrays, or serialized objects as network messages.
  • The NetworkServer manages connections from multiple clients, and provides game-related functionality such as spawning, local clients, and player manager.
  • The NetworkServerSimple is a basic server class with no game-related functionality. While the NetworkServer class handles game-like things such as spawning, local clients, and player manager, and has a static interface, the NetworkServerSimple class is a pure network server with no game related functionality. It also has no static interface or singleton, so more than one instance can exist in a process at a time.
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