![]() So, serialising the whole array of objects isnt an option. Thats fine, except as far as I can tell, Unitys NetworkView.RPC method is the only thing in the universe that knows how to serialise a NetworkViewID properly. It has important bugs and many things is more complex to do in new system than in previous one. The software system is designed by using the large VR simulation engine Unit圓D, which has a variety of humancomputer interaction hardware device interface, network cooperation, reserved interface with database and other modules, and is programmed and designed by VS2013 and C language. Serialising the entire array results in Unity doing no serialisation in NetworkView.RPC. ![]() The new network system is still quite uncompleted. To be honest, I am not appreciate that Unity developer decided to throw away previous network so fast. Also I can toggle "yellow icon" to hide all warning, but it is also not normal solution, because I am still want to see other warnings. ![]() The only differences I made was using FixedUpdate instead of Update and initiating the microphone inside FixedUpdate when a connection is made. Yes, I know, I can press "Clear" each time, but it is not normal solution. I decided to go back to the code posted here and try something different. They are simple to use, but they are extremely powerful. Refer to the new Multiplayer Networking system Network Views are the gateway to creating networked multiplayer games in Unity. (string, UnityEngine.RPCMode, params object)' is obsolete: NetworkView RPC functions are deprecated. However I wish to use latest Unity version, but each time when my code is compiled, the console turned out flooded with several hundred of those yellow warnings: First of all, set up a two dimensional variable for the message in the client, then use the NetworkView tool in Unit圓D software to send the relative data. I have active project with multiplayer which is already implemented by using previous network system (before 5.1), and I do not have intention to rewrite it using new network system.
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