Version: 5.6
public List<ChannelQOS> Channels ;

説明

The list of channels belonging to the current configuration.

Note: any ConnectionConfig passed as a parameter to a function in Unity Multiplayer is deep copied (that is, an entirely new copy is made, with no references to the original).

ConnectionConfig myConfig = new ConnectionConfig();
myConfig.AddChannel(QosType.Unreliable);
myConfig.AddChannel(QosType.UnreliableFragmented);
myConfig.AddChannel(QosType.UnreliableSequenced);
myConfig.AddChannel(QosType.Reliable);
myConfig.AddChannel(QosType.ReliableFragmented);
myConfig.AddChannel(QosType.ReliableSequenced);
myConfig.AddChannel(QosType.StateUpdate);
myConfig.AddChannel(QosType.ReliableStateUpdate);
myConfig.AddChannel(QosType.AllCostDelivery);

myConfig.Channels[0] = QosType.Reliable;

for (int i = 0; i < myConfig.ChannelCount; ++i) { Debug.Log("Channel: " + i + " has qos: " + myConfig.Channels[i]); }