public byte AddChannel (Networking.QosType value);


value Add new channel to configuration.

Valor de retorno

byte Channel id, user can use this id to send message via this channel.


Adds a new channel to the configuration and returns the unique id of that channel.

Channels are logical delimiters of traffic between peers. Every time you send data to a peer, you should use two ids: connection id and channel id. Channels are not only logically separate traffic but could each be configured with a different quality of service (QOS). In the example below, a configuration is created containing two channels with Unreliable and Reliable QOS types. This configuration is then used for sending data.

using UnityEngine;
using UnityEngine.Networking;

public class ExampleScript : NetworkBehaviour { void Start() { ConnectionConfig myConfig = new ConnectionConfig(); int reliableChannelId = myConfig.AddChannel(QosType.Unreliable); int unreliableChannelId = myConfig.AddChannel(QosType.Reliable);


//NetworkTransport.Send(hostId, connection, reliableChannelId, data, data.Length, out error); //sends data via Reliable channel } }