This is due to the new UI architecture in the engine which is far superior to what we had prior to this release. There is however, one topics which is significantly different in the current 4.6.1 version compared to the older version of the game engine, and that is the UI (User Interface) pipeline. Most of the topics discussed in the series will be compatible with older versions of the game engine, and perhaps also the new version which is supposed to be release sometime this year. Lastly, the article uses Unity 3D version 4.6.1 which is the latest public release as of the initial publication date. We also assume that you have a passion to learn 3D programming and have the basic theoretical concepts for 3D Graphics and Vector Math. We will be covering them briefly throughout the article as needed, but we will not get into the details as they are separate topics altogether. It is also recommended that the reader of the article is familiar with Object-Oriented Programming and Design Concepts as well. It is also assumed that the reader has an understanding and experience of the C# language. It is assumed that the reader of this article is familiar with programming concepts in general. NOTE: There are many other third party solutions such a Photon that will expand and extend the networking features of Unity 3D.Īnd the reason to cover and start with Network View is to first and fore most not to depend on third parties, and secondly even if you do decide to go with a third party solution, it would be very easy for your to upgrade and also understand the library. This particular article is intended to demonstrate and hopefully explain the networking capabilities of Unity 3D using the built in networking capabilities. The articles listed above will give you a good starting foundation regarding Unity 3D. Unity 3D Leap Motion and Oculus Rift Article(s): ![]() Just in case if this is the first time reading the Unity 3D articles, I have listed the links to the series below: ![]() This approach will also allow me to publish something generic which can be then utilized by you for your own projects. The purpose of the standalone article is to simplify the explanation and the code base for the general topic. The Scripting Reference documentation shows an example of how an object can be instantiated manually on every client with an RPC function and then the NetworkViewID manually set with AllocateViewID.This article is a tangent from our article series to cover the basics of network programming in Unity 3D. However, you can manually set the NetworkViewID values for each Network View by using Network.AllocateViewID. It will all work automatically behind the scenes. If you use Network.Instantiate() to create your Networked objects, you do not need to worry about allocating Network Views and assigning them yourself appropriately. More details about using Network Views in the Editor can be found on the Network View Component Reference page. Using this, Unity can find the right Network View, unpack the data and apply the incoming packet to the Network View’s observed object. It is represented as a 128 bit number but is automatically compressed down to 16 bits when transferred over the network if possible.Įach packet that arrives on the client side needs to be applied to a specific Network View as specified by the NetworkViewID. Technical DetailsĪ Network View is identified across the network by its NetworkViewID which is basically just a identifier which is negotiated to be unique among the networked machines. More information about Remote Procedure Calls can be found on the RPC manual page. Instead, you can use a remote procedure call to tell the clients or server to perform operations like this. Since events like this are infrequent, it does not make sense to synchronize the state of the involved objects. There are some situations where you would not want the overhead of synchronizing state between clients, for example, when sending out the position of a new object or respawned player. This concept is known as state synchronization and you can read about it further on the State Synchronization page. These changes are then shared to the other clients on the network to ensure the change of state is noted by all of them. Network Views keep watch on particular objects to detect changes. ![]() They allow two kinds of network communication: State Synchronization and Remote Procedure Calls. Network Views are the main component involved in sharing data across the network. This information is for legacy projects using the old networking system.) ![]() (For new projects, you should use the new networking system introduced in 5.1.
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