EditorConnection
class in
UnityEditor.Networking.PlayerConnection
/
Inherits from:ScriptableSingleton_1
Implements interfaces:IEditorPlayerConnection
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Description
Handles the connection from the Editor to the Player.
Sets up events for connecting to and sending data to the Player.
This is a singleton class and can be accessed using EditorConnection.instance.
This can only be used in a class that inherits from MonoBehaviour, Object or ScriptableObject.
Set the "Autoconnect Profiler" in the Build Settings or build the Player through code with the BuildPipeline using build options: BuildOptions.ConnectToHost and BuildOptions.Development to initialize the connection.
The Player ID is used to tell multiple connected Players apart. By default, data is sent to all Players. A connected Player's ID is not guaranteed to be the same the next time it connects.
using System;
using UnityEngine;
using UnityEditor;
using System.Text;
using UnityEditor.Networking.PlayerConnection;
using UnityEngine.Networking.PlayerConnection;
public class EditorConnectionExample : EditorWindow
{
public static readonly Guid kMsgSendEditorToPlayer = new Guid("EXAMPLEGUID");
public static readonly Guid kMsgSendPlayerToEditor = new Guid("EXAMPLEGUID");
[MenuItem("Test/EditorConnectionExample")]
static void Init()
{
EditorConnectionExample window = (EditorConnectionExample)EditorWindow.GetWindow(typeof(EditorConnectionExample));
window.Show();
window.titleContent = new GUIContent("EditorConnectionExample");
}
void OnEnable()
{
EditorConnection.instance.Initialize();
EditorConnection.instance.Register(kMsgSendPlayerToEditor, OnMessageEvent);
}
void OnDisable()
{
EditorConnection.instance.Unregister(kMsgSendPlayerToEditor, OnMessageEvent);
EditorConnection.instance.DisconnectAll();
}
private void OnMessageEvent(MessageEventArgs args)
{
var text = Encoding.ASCII.GetString(args.data);
Debug.Log("Message from player: " + text);
}
void OnGUI()
{
var playerCount = EditorConnection.instance.ConnectedPlayers.Count;
StringBuilder builder = new StringBuilder();
builder.AppendLine(string.Format("{0} players connected.", playerCount));
int i = 0;
foreach (var p in EditorConnection.instance.ConnectedPlayers)
{
builder.AppendLine(string.Format("[{0}] - {1} {2}", i++, p.name, p.playerId));
}
EditorGUILayout.HelpBox(builder.ToString(), MessageType.Info);
if (GUILayout.Button("Send message to player"))
{
EditorConnection.instance.Send(kMsgSendEditorToPlayer, Encoding.ASCII.GetBytes("Hello from Editor"));
}
}
}
Inherited Members
Static Properties
instance | Gets the instance of the Singleton. Unity creates the Singleton instance when this property is accessed for the first time. If you use the FilePathAttribute, then Unity loads the data on the first access as well. |
Properties
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
Protected Methods
Save | Saves the current state of the ScriptableSingleton. |
Static Methods
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
CreateInstance | Creates an instance of a scriptable object. |
GetFilePath | Get the file path where this ScriptableSingleton is saved to. |
Operators
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Messages
Awake | Called when an instance of ScriptableObject is created. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |
OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
Reset | Reset to default values. |