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    Class MeshSyncServer

    A component to sync meshes/models editing in DCC tools into Unity in real time.

    Inheritance
    Object
    BaseMeshSync
    MeshSyncServer
    Inherited Members
    BaseMeshSync.GetServerDocRootPath()
    BaseMeshSync.SetSaveAssetsInScene(Boolean)
    BaseMeshSync.MarkMeshesDynamic(Boolean)
    BaseMeshSync.OnBeforeSerialize()
    BaseMeshSync.OnAfterDeserialize()
    BaseMeshSync.Try(Action)
    BaseMeshSync.GetMaterialIndex(Material)
    BaseMeshSync.OnEnable()
    BaseMeshSync.OnDisable()
    BaseMeshSync.m_onMaterialChangedInSceneViewCB
    Namespace: Unity.MeshSync
    Syntax
    public class MeshSyncServer : BaseMeshSync, ISerializationCallbackReceiver

    Methods

    InitInternalV()

    Declaration
    protected override void InitInternalV()
    Overrides
    BaseMeshSync.InitInternalV()

    OnAfterDeserializeMeshSyncPlayerV()

    Declaration
    protected override void OnAfterDeserializeMeshSyncPlayerV()
    Overrides
    BaseMeshSync.OnAfterDeserializeMeshSyncPlayerV()

    OnBeforeSerializeMeshSyncPlayerV()

    Declaration
    protected override void OnBeforeSerializeMeshSyncPlayerV()
    Overrides
    BaseMeshSync.OnBeforeSerializeMeshSyncPlayerV()

    SetAutoStartServer(Boolean)

    Sets whether the server should be started automatically or not

    Declaration
    public void SetAutoStartServer(bool autoStart)
    Parameters
    Type Name Description
    Boolean autoStart

    true if the server should start automatically; otherwise, false.

    SetOnPostRecvMessageCallback(ServerMessageCallback)

    Sets a callback which will be called after MeshSyncServer receives data and finishes processing it

    Declaration
    public void SetOnPostRecvMessageCallback(ServerMessageCallback cb)
    Parameters
    Type Name Description
    ServerMessageCallback cb

    StartServer()

    Starts the server. If the server is already running, it will be restarted.

    Declaration
    public void StartServer()
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