Method group is Obsolete

NetworkConnection

class in UnityEngine.Networking

Switch to Manual
Obsolete

Description

A High level network connection. This is used for connections from client-to-server and for connection from server-to-client.

A NetworkConnection corresponds to a specific connection for a host in the transport layer. It has a connectionId that is assigned by the transport layer and passed to the Initialize function.

A NetworkClient has one NetworkConnection. A NetworkServerSimple manages multiple NetworkConnections. The NetworkServer has multiple "remote" connections and a "local" connection for the local client.

The NetworkConnection class provides message sending and handling facilities. For sending data over a network, there are methods to send message objects, byte arrays, and NetworkWriter objects. To handle data arriving from the network, handler functions can be registered for message Ids, byte arrays can be processed by HandleBytes(), and NetworkReader object can be processed by HandleReader().

NetworkConnection objects also act as observers for networked objects. When a connection is an observer of a networked object with a NetworkIdentity, then the object will be visible to corresponding client for the connection, and incremental state changes will be sent to the client.

NetworkConnection objects can "own" networked game objects. Owned objects will be destroyed on the server by default when the connection is destroyed. A connection owns the player objects created by its client, and other objects with client-authority assigned to the corresponding client.

There are many virtual functions on NetworkConnection that allow its behaviour to be customized. NetworkClient and NetworkServer can both be made to instantiate custom classes derived from NetworkConnection by setting their networkConnectionClass member variable.

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