This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on the server by sending a command from a client.
[Command] functions are invoked on the player object associated with a connection. This is setup in response to the "ready" message, by passing the player objec to the NetworkServer.PlayerIsReady() function. The arguments to the command call are seriialized across the network, so that the server function is invoked with the same values as the function on the client. These functions must begin with the prefix "Cmd".
#pragma strict public class Player extends NetworkBehaviour { var moveX: int = 0; var moveY: int = 0; var moveSpeed: float = 0.2f; function Update() { if (!isLocalPlayer) { return ; } // input handling for local player only var oldMoveX: int = moveX; var oldMoveY: int = moveY; moveX = 0; moveY = 0; if (Input.GetKey(KeyCode.LeftArrow)) { moveX -= 1; } if (Input.GetKey(KeyCode.RightArrow)) { moveX += 1; } if (Input.GetKey(KeyCode.UpArrow)) { moveY += 1; } if (Input.GetKey(KeyCode.DownArrow)) { moveY -= 1; } if (moveX != oldMoveX || moveY != oldMoveY) { CmdMove(moveX, moveY); } } @Command public function CmdMove(x: int, y: int) { moveX = x; moveY = y; isDirty = true; } public function FixedUpdate() { if (NetworkServer.active) { transform.Translate(moveX * moveSpeed, moveY * moveSpeed, 0); } } }
using UnityEngine; using UnityEngine.Networking;
public class Player : NetworkBehaviour {
int moveX = 0; int moveY = 0; float moveSpeed = 0.2f; void Update () { if (!isLocalPlayer) { return; } // input handling for local player only int oldMoveX = moveX; int oldMoveY = moveY; moveX = 0; moveY = 0; if (Input.GetKey(KeyCode.LeftArrow)) { moveX -= 1; } if (Input.GetKey(KeyCode.RightArrow)) { moveX += 1; } if (Input.GetKey(KeyCode.UpArrow)) { moveY += 1; } if (Input.GetKey(KeyCode.DownArrow)) { moveY -= 1; } if (moveX != oldMoveX || moveY != oldMoveY) { CmdMove(moveX, moveY); } } [Command] public void CmdMove(int x, int y) { moveX = x; moveY = y; isDirty = true; } public void FixedUpdate() { if (NetworkServer.active) { transform.Translate(moveX * moveSpeed, moveY * moveSpeed, 0); } } }
channel | The QoS channel to use to send this command on, see QosType. |