This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server.
[ClientRPC] functions are called by code on Unity Multiplayer servers, and then invoked on corresponding GameObjects on clients connected to the server. The arguments to the RPC call are serialized across the network, so that the client function is invoked with the same values as the function on the server. These functions must begin with the prefix "Rpc" and cannot be static.
#pragma strict public class Example extends NetworkBehaviour { var counter: int; @ClientRpc public function RpcDoMagic(extra: int) { Debug.Log("Magic = " + (123 + extra)); } function Update() { counter += 1; if (counter % 100 == 0 && NetworkServer.active) { RpcDoMagic(counter); } } }
using UnityEngine; using UnityEngine.Networking;
public class Example : NetworkBehaviour { int counter; [ClientRpc] public void RpcDoMagic(int extra) { Debug.Log ("Magic = " + (123 + extra)); } void Update () { counter += 1; if (counter % 100 == 0 && NetworkServer.active) { RpcDoMagic(counter); } } }
The allowed argument types are;
??? Basic type (byte, int, float, string, UInt64, etc)
??? Built-in Unity math type (Vector3, Quaternion, etc),
??? Arrays of basic types
??? Structs containing allowable types
??? NetworkIdentity
??? NetworkInstanceId
??? NetworkHash128
??? GameObject with a NetworkIdentity component attached.
channel | The channel ID which this RPC transmission will use. |