Version: 2017.1
public static Object Instantiate (Object prefab, Vector3 position, Quaternion rotation, int group);

설명

Network instantiate a prefab.

The given prefab will be instanted on all clients in the game. Synchronization is automatically set up so there is no extra work involved. The position, rotation and network group number are given as parameters. Note that in the example below there must be something set to the playerPrefab in the Editor. You can read more about instantiations in the object reference Object.Instantiate.

Internally this is a buffered RPC call. You can use Network.RemoveRPCs is with the group number to remove the call from the buffer. Alternatively you can call Network.RemoveRPCs on the first NetworkViewID in the instantiated prefab. When the instantiation occurs internally the buffered RPC message is linked to the first NetworkView of the prefab which makes this possible.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform playerPrefab; void OnConnectedToServer() { Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0); } }

Example of removing an instantiation from the RPC buffer:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public NetworkView nView; void Start() { nView = GetComponent<NetworkView>(); } void OnNetworkInstantiate(NetworkMessageInfo info) { Debug.Log(nView.viewID + " spawned"); if (Network.isServer) { Network.RemoveRPCs(nView.viewID); Network.Destroy(gameObject); } } }
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