Version: 2017.4
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msgMessage structure.
msgTypeMessage type.


void Success if message is sent.


Send given message structure as an unreliable message only to ready clients.

See Networking.NetworkClient.Ready.

#pragma strict
public class MyMsgTypes {
    public static var MSG_LOGIN_RESPONSE: short = 1000;
    public static var MSG_SCORE: short = 1005;
public class ScoreMessage extends System.ValueType {
    public var score: int;
    public var scorePos: Vector3;
class GameServer {
    function SendScore(score: int, scorePos: Vector3) {
        var msg: ScoreMessage;
        msg.score = score;
        msg.scorePos = scorePos;
        NetworkServer.SendUnreliableToReady.<ScoreMessage>(MyMsgTypes.MSG_SCORE, msg);
using UnityEngine;
using UnityEngine.Networking;

public class UnreliableMessageTypes { public static short MSG_LOGIN_RESPONSE = 1000; public static short MSG_SCORE = 1005; };

public class UnreliableMessage : MessageBase { public int score; public Vector3 scorePos; }

class GameServer { public GameObject gameObject;

void SendScore(int score, Vector3 scorePos) { UnreliableMessage msg = new UnreliableMessage(); msg.score = score; msg.scorePos = scorePos;

NetworkServer.SendUnreliableToReady(gameObject, UnreliableMessageTypes.MSG_SCORE, msg); } }

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