Note: UNet is deprecated, and will be removed from Unity in the future. A new system is under development. For more information and next steps see this blog post. |
The built-in Network Proximity Checker component is the built-in default component for determining a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary’s network visibility. However, this only provides you with a distance-based check. Sometimes you might want to use other kinds of visibility check, such as grid-based rules, line-of-sight tests, navigation path tests, or any other type of test that suits your game.
To do this, you can implement your own custom equivalent of the Network Proximity Checker. To do that, you need to understand how the Network Proximity Checker works. See documentation on the in-editor Network Proximity Checker component, and the NetworkProximityChecker API.
The Network Proximity Checker is implemented using the public visibility interface of Unity’s Multiplayer HLAPI. Using this same interface, you can implement any kind of visibility rules you desire. Each NetworkIdentityA Networking component that allows you to assign an identity to your GameObject for the network to recognise it as a Local Player GameObject or a Server Only GameObject. More info
See in Glossary keeps track of the set of players that it is visible to. The players that a NetworkIdentity GameObject is visible to are called the “observers” of the NetworkIdentity.
The Network Proximity Checker calls the RebuildObservers** **method on the Network Identity component at a fixed interval (set using the “Vis Update Interval” value in the inspector), so that the set of network-visible GameObjects for each player is updated as they move around.
On the NetworkBehaviour
** **class (which your networked scripts inherit from), there are some virtual functions for determining visibility. These are:
OnCheckObserver - This method is called on the server, on each networked GameObject when a new player enters the game. If it returns true, that player is added to the object’s observers. The NetworkProximityChecker
method does a simple distance check in its implementation of this function, and uses Physics.OverlapSphere()
to find the players that are within the visibility distance for this object.
OnRebuildObservers - This method is called on the server when RebuildObservers
is invoked. This method expects the set of observers to be populated with the players that can see the object. The NetworkServer then handles sending ObjectHide
and ObjectSpawn
messages based on the differences between the old and new visibility sets.
You can check whether any given networked GameObject is a player by checking if its NetworkIdentity
has a valid connectionToClient. For example:
var hits = Physics.OverlapSphere(transform.position, visRange);
foreach (var hit in hits)
{
// (if a GameObject has a connectionToClient, it is a player)
var uv = hit.GetComponent<NetworkIdentity>();
if (uv != null && uv.connectionToClient != null)
{
observers.Add(uv.connectionToClient);
}
}
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.