class in UnityEngine.Networking
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Hereda de:Networking.SyncList_1
Cambiar al ManualThis class is used for lists of structs that are synchronized from the server to clients.
To use SyncListStruct, derive a new class with your struct as the generic parameter.
using UnityEngine; using UnityEngine.Networking;
public class MyScript : NetworkBehaviour { public struct POW { public int pow; public float f; }
public class SyncListPOW : SyncListStruct<POW> { }
public SyncListPOW m_pows = new SyncListPOW(); }
Make sure your struct members are non-static public members.
We allow the following types to be used in your struct;
• Basic type (byte, int, float, string, UInt64, etc)
• Built-in Unity math type (Vector3, Quaternion, etc),
• Arrays of basic types
• Other structs containing allowable types
• NetworkIdentity
• NetworkInstanceId
• NetworkHash128
• GameObject with a NetworkIdentity component attached.
Serialization methods will be auto-generated for this new class.
HandleMsg | Internal function used for remote list operations. |