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    Namespace UnityEngine.Networking.NetworkSystem

    Classes

    AddPlayerMessage

    This is passed to handler funtions registered for the AddPlayer built-in message.

    EmptyMessage

    A utility class to send a network message with no contents.

    using UnityEngine;
    using UnityEngine.Networking;
    using UnityEngine.Networking.NetworkSystem;

    public class Test { void SendNotification() { var msg = new EmptyMessage(); NetworkServer.SendToAll(667, msg); } }

    ErrorMessage

    This is passed to handler functions registered for the SYSTEM_ERROR built-in message.

    IntegerMessage

    A utility class to send simple network messages that only contain an integer.

    using UnityEngine;
    using UnityEngine.Networking;
    using UnityEngine.Networking.NetworkSystem;

    public class Test { void SendValue(int value) { var msg = new IntegerMessage(value); NetworkServer.SendToAll(MsgType.Scene, msg); } }

    NotReadyMessage

    This is passed to handler funtions registered for the SYSTEM_NOT_READY built-in message.

    PeerAuthorityMessage

    Information about a change in authority of a non-player in the same network game.

    This information is cached by clients and used during host-migration.

    PeerInfoMessage

    Information about another participant in the same network game.

    This information is cached by clients and used during host-migration.

    PeerListMessage

    Internal UNET message for sending information about network peers to clients.

    ReadyMessage

    This is passed to handler funtions registered for the SYSTEM_READY built-in message.

    ReconnectMessage

    This network message is used when a client reconnect to the new host of a game.

    RemovePlayerMessage

    This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message.

    StringMessage

    This is a utility class for simple network messages that contain only a string.

    This example sends a message with the name of the scene.

    using UnityEngine;
    using UnityEngine.Networking;
    using UnityEngine.Networking.NetworkSystem;

    public class Test { void SendSceneName(string sceneName) { var msg = new StringMessage(sceneName); NetworkServer.SendToAll(MsgType.Scene, msg); } }

    Structs

    PeerInfoPlayer

    A structure used to identify player object on other peers for host migration.

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