メッセージが秒単位で送信されたときのタイムスタンプ
Timestamps can be used to implement interpolation or extrapolation of continous streams of packets The timestamp is passed as a double to avoid overflow when a game is running for a long time. Internally timestamps are sent as 32 bit integers with millisecond accuracy to save bandwidth. Timestamps are automatically adjusted to be relative to Network.time. Thus Network.time - messageInfo.timeStamp is the time the packet spent in transit.
var something : float; var transitTime: double; function OnSerializeNetworkView (stream : BitStream, info : NetworkMessageInfo) { var horizontalInput : float = 0.0; if (stream.isWriting) { // Sending horizontalInput = transform.position.x; stream.Serialize (horizontalInput); } else { // Receiving transitTime = Network.time - info.timestamp; stream.Serialize (horizontalInput); something = horizontalInput; } } function OnGUI() { GUILayout.Label("Last transmission time: "+ transitTime); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float something; public double transitTime; void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) { float horizontalInput = 0.0F; if (stream.isWriting) { horizontalInput = transform.position.x; stream.Serialize(ref horizontalInput); } else { transitTime = Network.time - info.timestamp; stream.Serialize(ref horizontalInput); something = horizontalInput; } } void OnGUI() { GUILayout.Label("Last transmission time: " + transitTime); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public something as float public transitTime as double def OnSerializeNetworkView(stream as BitStream, info as NetworkMessageInfo) as void: horizontalInput as float = 0.0F if stream.isWriting: horizontalInput = transform.position.x stream.Serialize() else: transitTime = (Network.time - info.timestamp) stream.Serialize() something = horizontalInput def OnGUI() as void: GUILayout.Label(('Last transmission time: ' + transitTime))