Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

MessageBase

class in UnityEngine.Networking

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Network message classes should be derived from this class. These message classes can then be sent using the various Send functions of NetworkConnection, NetworkClient and NetworkServer.

Public data fields of classes derived from MessageBase will be automatically serialized with the class. The virtual methods Serialize and Deserialize may be implemented by developers for precise control, but if they are not implemented, then implementations will be generated for them.

In the example below, the methods have implementations, but if those methods were not implemented, the message would still be usable.

#pragma strict
class SpawnMessage extends MessageBase {
    public var netId;
    public var assetId;
    public var position;
    public var payload;
    // This method would be generated
    public override function Deserialize(reader) {
        netId = reader.ReadPackedUInt32();
        assetId = reader.ReadNetworkHash128();
        position = reader.ReadVector3();
        payload = reader.ReadBytesAndSize();
    }
    // This method would be generated
    public override function Serialize(writer) {
        writer.WritePackedUInt32(netId);
        writer.Write(assetId);
        writer.Write(position);
        writer.WriteBytesFull(payload);
    }
}
class SpawnMessage : MessageBase
{
    public uint netId;
    public NetworkHash128 assetId;
    public Vector3 position;
    public byte[] payload;

// This method would be generated public override void Deserialize(NetworkReader reader) { netId = reader.ReadPackedUInt32(); assetId = reader.ReadNetworkHash128(); position = reader.ReadVector3(); payload = reader.ReadBytesAndSize(); }

// This method would be generated public override void Serialize(NetworkWriter writer) { writer.WritePackedUInt32(netId); writer.Write(assetId); writer.Write(position); writer.WriteBytesFull(payload); } }

Public Functions

DeserializeThis method is used to populate a message object from a NetworkReader stream.
SerializeThe method is used to populate a NetworkWriter stream from a message object.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961