El NetworkManager es una clase de conveniencia para el HLAPI que permite gestionar sistemas en red.
Para aplicaciones en red sencillas, se puede utilizar el NetworkManager para controlar el HLAPI. Proporciona formas sencillas de arrancar y detener clientes y servidores, de gestionar escenas, y tiene funciones virtuales que pueden ser utilizadas por el código de usuario para implementar manejadores de eventos de red. El NetworkManager se encarga de un cliente a la vez. El ejemplo de abajo muestra una configuración mínima de red:
#pragma strict public class Manager extends NetworkManager { public override function OnServerConnect(conn: NetworkConnection) { Debug.Log("OnPlayerConnected"); } }
using UnityEngine.Networking;
public class Manager : NetworkManager {
public override void OnServerConnect(NetworkConnection conn) { Debug.Log ("OnPlayerConnected"); } }
networkSceneName | Nombre de la escena de red actual. |
singleton | The NetworkManager singleton object. |
Networking.NetworkManager | Bandera para controlar si se muestra el UI de red por defecto. |
autoCreatePlayer | Valor booleano para controlar si los objetos de jugador serán o no creados a la hora de conectar, o en un cambio de escena. |
channels | Los canales de QoS (Calidad de servicio) que serán usados en la capa de transporte de red. |
client | El NetworkCliente actual que está siendo usado por el gestor. |
clientLoadedScene | Es llamado en el cliente cuando se conecta a un servidor. |
connectionConfig | Configuración personalizada de red a ser usada. |
customConfig | Valor booleano para habilitar la configuración personalizada de red. |
dontDestroyOnLoad | Bandera binaria para controlar si el objeto de NetworkManager será destruido cuando haya un cambio de escena. |
globalConfig | Configuración personalizada de red a ser usada. |
isNetworkActive | Tendrá valor true si está activo el NetworkServer o NetworkClient. |
logLevel | Nivel de profundidad de mensajes de log para redes. |
matches | The list of matches that are available to join. |
matchHost | Dirección del servidor de matchmaking. |
matchInfo | Instancia de MatchInfo que será usada cuando se llame a StartServer() o a StartClient(). |
matchMaker | The UMatch matchmaker object. |
matchName | The name of the current match. |
matchPort | The port of the matchmaking service. |
matchSize | The maximum number of players in the current match. |
maxConnections | Número máximo de conexiones concurrentes de red que serán soportadas. |
maxDelay | Tiempo máximo de demora entre cada envío de paquetes en una conexión. |
migrationManager | Método actual para generar los jugadores usados por el NetworkManager. |
networkAddress | La dirección de red que está actualmente en uso. |
networkPort | Puerto de red que está actualmente en uso. |
numPlayers | NumPlayers es el número de objetos de jugador activos a través de todas las conexiones en el servidor. |
offlineScene | Escena a colocar cuando la conexión esté fuera de línea. |
onlineScene | Escena a colocar cuando la conexión está en línea. |
packetLossPercentage | Porcentaje de paquetes entrantes y salientes que serán ignorados por los clientes (simulación de pérdida de paquetes). |
playerPrefab | El prefab por omisión que será usado para crear objetos de jugador en el servidor. |
playerSpawnMethod | Método actual para generar los jugadores usados por el NetworkManager. |
runInBackground | Controla si el programa se ejecuta cuando está en segundo plano. |
scriptCRCCheck | Flag for using the script CRC check between server and clients. |
secureTunnelEndpoint | Permite especificar un objeto EndPoint en vez de utilizar los valores networkAddress y networkPort (es requerido para algunas plataformas como Xbox One). |
serverBindAddress | Coloca la dirección del servicio matchmaker. |
serverBindToIP | Flag to tell the server whether to bind to a specific IP address. |
simulatedLatency | Tiempo de demora en milisegundos para ser agregado en el manejo de paquetes entrantes y salientes en los clientes (simulación de latencia). |
spawnPrefabs | Lista de prefabs que serán registrados en el sistema de generación (spawning). |
startPositions | Lista de posiciones de inicio registradas actualmente para la escena actual. |
useSimulator | Bandera binaria para controlar si los clientes iniciados por este NetworkManager usarán simulaciones de latencia y de pérdida de paquetes. |
useWebSockets | This makes the NetworkServer listen for WebSockets connections instead of normal transport layer connections. |
GetStartPosition | Encuentra una posición de generación basado en los objetos de NetworkStartPosition en la escena. |
IsClientConnected | This checks if the NetworkManager has a client and that it is connected to a server. |
OnClientConnect | Es llamado en el cliente cuando se conecta a un servidor. |
OnClientDisconnect | Es llamado en los clientes cuando se desconectan de un servidor. |
OnClientError | Es llamado en los clientes cuando ocurre un error de red. |
OnClientNotReady | Es llamado en los clientes cuando un servidor le indica al cliente que ya no está listo. |
OnClientSceneChanged | Es llamado en los clientes cuando una escena ha sido cargada completamente, cuando la escena cargada fue iniciada por el servidor. |
OnMatchCreate | This is invoked when a match has been created. |
OnMatchJoined | This is invoked when a match is joined. |
OnMatchList | This is invoked when a list of matches is returned from ListMatches(). |
OnServerAddPlayer | Es llamado en el servidor cuando un cliente agrega un nuevo jugador. |
OnServerConnect | Es llamado en el servidor cuando se conecta un cliente nuevo. |
OnServerDisconnect | Es llamado en el servidor cuando un cliente se desconecta. |
OnServerError | Es llamado en el servidor cuando ocurre un error de red en una conexión de cliente. |
OnServerReady | Es llamado en el servidor cuando un cliente se encuentra listo. |
OnServerRemovePlayer | Es llamado en el servidor cuando un cliente remueve a un jugador. |
OnServerSceneChanged | Es llamado en el servidor cuando una escena ha sido cargada completamente, cuando la carga de la escena fue inicializada por el servidor con ServerChangeScene(). |
OnStartClient | This is a hook that is invoked when the client is started. |
OnStartHost | This hook is invoked when a host is started. |
OnStartServer | This hook is invoked when a server is started - including when a host is started. |
OnStopClient | This hook is called when a client is stopped. |
OnStopHost | This hook is called when a host is stopped. |
OnStopServer | This hook is called when a server is stopped - including when a host is stopped. |
ServerChangeScene | Ocasiona que el servidor cambie de escena y configura el networkSceneId. |
SetMatchHost | Coloca la dirección del servicio matchmaker. |
SetupMigrationManager | This sets up a NetworkMigrationManager object to work with this NetworkManager. |
StartClient | Arranca un cliente de red. Utiliza las propiedades networkAddress y networkPort como la dirección a la que hay que conectar. |
StartHost | Inicia un "anfitrión" de red - un cliente y un servidor en la misma aplicación. |
StartMatchMaker | Crea un matchmaker UMatch para el NetworkManager. |
StartServer | Arranca un nuevo servidor. |
StopClient | Detiene al cliente que está utilizando el gestor. |
StopHost | Detiene tanto el cliente como el servidor que el gestor está utilizando. |
StopMatchMaker | Detiene el matchmaker que está utilizando el NetworkManager. |
StopServer | Detiene al servidor que está utilizando el gestor. |
UseExternalClient | This allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). |
RegisterStartPosition | Registra el transform de un Game Object como una ubicación para generación de jugadores. |
Shutdown | Shuts down the NetworkManager completely and destroy the singleton. |
UnRegisterStartPosition | Elimina el registro del transform de un Game Object como una ubicación para generación de jugadores. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | El tag de este game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
useGUILayout | Disabling this lets you skip the GUI layout phase. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
Invoke | Invokes the method methodName in time seconds. |
InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
IsInvoking | Is any invoke on methodName pending? |
StartCoroutine | Starts a coroutine. |
StopAllCoroutines | Stops all coroutines running on this behaviour. |
StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Devuelve el nombre del objeto. |
Logs message to the Unity Console (identical to Debug.Log). | |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Devuelve el nombre del objeto. |
bool | ¿Existe el objeto? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Awake | Awake is called when the script instance is being loaded. |
FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
OnApplicationFocus | Sent to all game objects when the player gets or loses focus. |
OnApplicationPause | Sent to all game objects when the player pauses. |
OnApplicationQuit | Sent to all game objects before the application is quit. |
OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
OnCollisionEnter | OnCollisionEnter se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody. |
OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
OnConnectedToServer | Called on the client when you have successfully connected to a server. |
OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
OnDestroy | This function is called when the MonoBehaviour will be destroyed. |
OnDisable | This function is called when the behaviour becomes disabled () or inactive. |
OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
OnDrawGizmosSelected | Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. |
OnEnable | This function is called when the object becomes enabled and active. |
OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
OnGUI | OnGUI is called for rendering and handling GUI events. |
OnJointBreak | Called when a joint attached to the same game object broke. |
OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
OnLevelWasLoaded | This function is called after a new level was loaded. |
OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
OnParticleCollision | OnParticleCollision is called when a particle hits a collider. |
OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
OnPreCull | OnPreCull is called before a camera culls the scene. |
OnPreRender | OnPreRender se llama antes de que la cámara comience a renderizar la escena. |
OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. |
OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. |
Reset | Reset to default values. |
Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
Update | Update is called every frame, if the MonoBehaviour is enabled. |