EditorConnection

class in UnityEditor.Networking.PlayerConnection

/

Inherits from:ScriptableSingleton_1


Implements interfaces:IEditorPlayerConnection

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Description

Handles the connection from the Editor to the Player.

Sets up events for connecting to and sending data to the Player.

This is a singleton class and can be accessed using EditorConnection.instance.

This can only be used in a class that inherits from MonoBehaviour, Object or ScriptableObject.

Set the "Autoconnect Profiler" in the Build Settings or build the Player through code with the BuildPipeline using build options: BuildOptions.ConnectToHost and BuildOptions.Development to initialize the connection.

The Player ID is used to tell multiple connected Players apart. By default, data is sent to all Players. A connected Player's ID is not guaranteed to be the same the next time it connects.

using System;
using UnityEngine;
using UnityEditor;
using System.Text;
using UnityEditor.Networking.PlayerConnection;
using UnityEngine.Networking.PlayerConnection;

public class EditorConnectionExample : EditorWindow { public static readonly Guid kMsgSendEditorToPlayer = new Guid("34d9b47f923142ff847c0d1f8b0554d9"); public static readonly Guid kMsgSendPlayerToEditor = new Guid("12871ffeaf0c489189579946d8e0840f");

[MenuItem("Test/EditorConnectionExample")] static void Init() { EditorConnectionExample window = (EditorConnectionExample)EditorWindow.GetWindow(typeof(EditorConnectionExample)); window.Show(); window.titleContent = new GUIContent("EditorConnectionExample"); }

void OnEnable() { EditorConnection.instance.Initialize(); EditorConnection.instance.Register(kMsgSendPlayerToEditor, OnMessageEvent); }

void OnDisable() { EditorConnection.instance.Unregister(kMsgSendPlayerToEditor, OnMessageEvent); EditorConnection.instance.DisconnectAll(); }

private void OnMessageEvent(MessageEventArgs args) { var text = Encoding.ASCII.GetString(args.data); Debug.Log("Message from player: " + text); }

void OnGUI() { var playerCount = EditorConnection.instance.ConnectedPlayers.Count; StringBuilder builder = new StringBuilder(); builder.AppendLine(string.Format("{0} players connected.", playerCount)); int i = 0; foreach (var p in EditorConnection.instance.ConnectedPlayers) { builder.AppendLine(string.Format("[{0}] - {1} {2}", i++, p.name, p.playerId)); } EditorGUILayout.HelpBox(builder.ToString(), MessageType.Info);

if (GUILayout.Button("Send message to player")) { EditorConnection.instance.Send(kMsgSendEditorToPlayer, Encoding.ASCII.GetBytes("Hello from Editor")); } } }

Variables

ConnectedPlayersA list of the connected Players.

Public Functions

DisconnectAllDisconnects all of the active connections between the Editor and the Players.
InitializeInitializes the EditorConnection.
RegisterRegisters a callback on a certain message ID.
RegisterConnectionRegisters a callback, executed when a new Player connects to the Editor.
RegisterDisconnectionRegisters a callback on a Player when that Player disconnects.
SendSends data to the connected Players.
TrySendAttempts to send data from the Editor to the connected Players.
UnregisterDeregisters a registered callback.
UnregisterConnectionUnregisters the connection callback.
UnregisterDisconnectionUnregisters the disconnection callback.

Inherited members

Static Variables

instanceGets the instance of the Singleton. Unity creates the Singleton instance when this property is accessed for the first time. If you use the FilePathAttribute, then Unity loads the data on the first access as well.

Variables

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.

Protected Functions

SaveSaves the current state of the ScriptableSingleton.

Static Functions

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.
GetFilePathGet the file path where this ScriptableSingleton is saved to.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.
OnValidateThis function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only).
ResetReset to default values.
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