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    Struct IPCAndSocketDriverConstructor

    The default NetCode driver constructor, initialise the server world to use multiple Unity.Networking.Transport.INetworkInterface and the client world using a single Unity.Networking.Transport.INetworkInterface, depending on the current RequestedPlayType and current platform. In particular:

    • On the server: both IPCNetworkInterface and UDPNetworkInterface NetworkDriver in the editor and only a single UDPNetworkInterface driver in the build.
    • On the client:
      • a single IPCNetworkInterface NetworkDriver if the both client and server worlds are present in the same process.
      • a single UDPNetworkInterface driver in all other cases.
        In the Editor and Development build, if the network simulator is enabled, force on the client to use the UDPNetworkInterface network driver.
    Implements
    INetworkStreamDriverConstructor
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    public struct IPCAndSocketDriverConstructor : INetworkStreamDriverConstructor

    Methods

    Name Description
    CreateClientDriver(World, ref NetworkDriverStore, NetDebug)

    Create and register a new NetworkDriver suitable for connecting client to server to the destination NetworkDriverStore. The network driver instance will use socket or IPC network interfaces based on the RequestedPlayType and the presence of a server instance in the same process.
    For WebGL builds, client use by default the WebSocketNetworkInterface.

    CreateServerDriver(World, ref NetworkDriverStore, NetDebug)

    Create and register one or more network drivers that can be used to listen for incoming connection into the destination NetworkDriverStore. By default, a NetworkDriver that uses a socket network interface is always created. For WebGL builds in particular, the server use the WebSocketNetworkInterface for communicating with the clients.
    In the Editor or in a Client/Server player build, if the RequestedPlayType mode is set to ClientAndServer, a second NetworkDriver that use an IPC network interface will be also created and that will be used for minimizing the latency for the in-proc client connection.

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