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New Synchronization
DOCUMENTATION IN PROGRESS --------- DOCUMENTATION IN PROGRESS --------- DOCUMENTATION IN PROGRESS
- using Unity's RPC and Command methods for synchronizing data
- Using a dictionary to store tags of attributes and reference to the gameObjects' instances.
- Remote procedure calls (RPCs) are used to send messages from the server to clients.
- RPCs can only send primitive datatypes (and also Vector3 and Quaternion) via the network.
Usable implemented RPCs are:
public void RpcSendString(string key, string value); public void RpcSendChar(string key, char value); public void RpcSendInt(string key, int value); public void RpcSendFloat(string key, float value); public void RpcSendDouble(string key, double value); public void RpcSendVector3(string key, Vector3 value); public void RpcSendQuaternion(string key, Quaternion value);
- Inherits from NetworkBehavior
- Starts Clients/Server
- Spawns prefabs which need to be synchronized.
- Synchronizes rotation and position.
- The class which calls RPC methods in the game loop ("Game Logic)"
- registers synchronizable attributes in the dictionary of DataDistributor
public override void SetValue(string key, T value) //(with T as any primitive datatype, as well as Vector3 and Quaternion) if(key.Equals(someTag)) //do something
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