msg | Message structure. |
msgType | Message type. |
void Success if message is sent.
Send given message structure as an unreliable message only to ready clients.
See Networking.NetworkClient.Ready.
#pragma strict public class MyMsgTypes { public static var MSG_LOGIN_RESPONSE: short = 1000; public static var MSG_SCORE: short = 1005; } public class ScoreMessage extends System.ValueType { public var score: int; public var scorePos: Vector3; } class GameServer { function SendScore(score: int, scorePos: Vector3) { var msg: ScoreMessage; msg.score = score; msg.scorePos = scorePos; NetworkServer.SendToUnreliableToReady.<ScoreMessage>(MyMsgTypes.MSG_SCORE, msg); } }
using UnityEngine; using UnityEngine.Networking;
public class MyMsgTypes { public static short MSG_LOGIN_RESPONSE = 1000; public static short MSG_SCORE = 1005; };
public struct ScoreMessage { public int score; public Vector3 scorePos; }
class GameServer { void SendScore(int score, Vector3 scorePos) { ScoreMessage msg; msg.score = score; msg.scorePos = scorePos;
NetworkServer.SendToUnreliableToReady<ScoreMessage>(MyMsgTypes.MSG_SCORE, msg); } }