![]() ![]() RPC('SpawnBox', RPCMode.AllBuffered, viewID, transform.position) def SpawnBox(viewID as NetworkViewID, location as Vector3): clone as Transform clone = ((Instantiate(cubePrefab, location, Quaternion.identity) as Transform) as Transform) nView as NetworkView nView = clone.GetComponent() nView. Import UnityEngine import System.Collections class example( MonoBehaviour): public cubePrefab as Transform def OnGUI(): if GUILayout.Button('SpawnBox'): viewID as NetworkViewID = Network.AllocateViewID() networkView. Var cubePrefab : Transform function OnGUI () Valid RPC parameters are int, float, string, NetworkPlayer, NetworkViewID, Vector3 and Quaternion. For more information see the RPC section of the manual. You don't need to change the way you call the RPCįunction when you do this. Which will automatically contain the information. ![]() To get information on the RPC itelf, you can add a NetworkMessageInfo parameter to the function declaration The communication group set for the network view, with oup, is used for the RPC call. RPC calls are always guaranteed to be executed in the same order as they are sent. Have the same name only one of them is called when RPC is invoked. RPC function names should be unique accross the scene, if two RPC functions in different scripts If it is just for the RPC function, state synchronization should be turned off and the observed property can be set to none. It doesn't matter if the NetworkView is being used for something else or just for the RPC function. The called function must have the tag set ( for C Sharp code).Ī NetworkView must be attached to the GameObject where the RPC function is being called. More.Function RPC (name : String, mode : RPCMode, params args : object) : void DescriptionĬall a RPC function on all connected peers. This property is only here to notify developers when they use the outdated value. Properties inherited from Photon.MonoBehaviourĪ cached reference to a PhotonView on this GameObject. True if the PhotonView is "mine" and can be controlled by this client. Objects in the scene don't have an owner. The owner of a PhotonView is the player who created the GameObject with that view. True if the PhotonView was loaded with the scene (game object) or instantiated with InstantiateSceneObject. Identifies it in a networked game (per room). The value must be from 1 to 8 characters in length. There is an interrelationship between PROFNAME and LUNAME/ TPNAME/ MODENAME. This is the instantiationData that was passed when calling PhotonNetwork.Instantiate* (if that was used to spawn this prefab) More. NETWORKVIEW RPC FUNCTIONS ARE DEPRECATED PASSWORD If PROFNAME is set to blanks or a null value, the LUNAME, TPNAME, and MODENAME parameters are all required to be non-blank values. The current master ID so that we can compare when we receive OnMasterClientSwitched() callback It's public so that we can check it during ownerId assignments in networkPeer script TODO: Maybe we can have the networkPeer always aware of the previous MasterClient? More. OwnershipTransfer = OwnershipOption.Fixedĭefines if ownership of this PhotonView is fixed, can be requested or simply taken. OnSerializeRigidBodyOption = OnSerializeRigidBody.All OnSerializeTransformOption = OnSerializeTransform.PositionAndRotation Used for checking when joining late if event with mismatched owner and sender needs addressing. RpcSecure (string methodName, PhotonPlayer targetPlayer, bool encrypt, params object parameters)įlag to check if ownership of this photonView was set during the lifecycle. RPC (string methodName, PhotonPlayer targetPlayer, params object parameters) RpcSecure (string methodName, PhotonTargets target, bool encrypt, params object parameters) RPC (string methodName, PhotonTargets target, params object parameters)Ĭall a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). SerializeView ( PhotonStream stream, PhotonMessageInfo info)ĭeserializeView ( PhotonStream stream, PhotonMessageInfo info)Ĭan be used to refesh the list of MonoBehaviours on this GameObject while PhotonNetwork.UseRpcMonoBehaviourCache is true. OnMasterClientSwitched ( PhotonPlayer newMasterClient)Ĭheck ownerId assignment for sceneObjects to keep being owned by the MasterClient. Transfers the ownership of this PhotonView (and GameObject) to another player. TransferOwnership ( PhotonPlayer newOwner) Use it like a NetworkView.ĭepending on the PhotonView's ownershipTransfer setting, any client can request to become owner of the PhotonView. PUN's NetworkView replacement class for networking. ![]()
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