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NetworkServer.SendUnreliableToReady<MSG>(short,MSG)

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Parameters

msg Message structure.
msgType Message type.

Returns

void Success if message is sent.

Description

Send given message structure as an unreliable message only to ready clients.

See Networking.NetworkClient.Ready.

#pragma strict
public class MyMsgTypes {
    public static var MSG_LOGIN_RESPONSE: short = 1000;
    public static var MSG_SCORE: short = 1005;
}
public class ScoreMessage extends System.ValueType {
    public var score: int;
    public var scorePos: Vector3;
}
class GameServer {
    function SendScore(score: int, scorePos: Vector3) {
        var msg: ScoreMessage;
        msg.score = score;
        msg.scorePos = scorePos;
        NetworkServer.SendToUnreliableToReady.<ScoreMessage>(MyMsgTypes.MSG_SCORE, msg);
    }
}
using UnityEngine;
using UnityEngine.Networking;

public class MyMsgTypes { public static short MSG_LOGIN_RESPONSE = 1000; public static short MSG_SCORE = 1005; };

public struct ScoreMessage { public int score; public Vector3 scorePos; }

class GameServer { void SendScore(int score, Vector3 scorePos) { ScoreMessage msg; msg.score = score; msg.scorePos = scorePos;

NetworkServer.SendToUnreliableToReady<ScoreMessage>(MyMsgTypes.MSG_SCORE, msg); } }
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