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Unity networkview enable
Unity networkview enable











unity networkview enable

Someone calls Networking.SetOwner(VRCPlayerApi player, GameObject obj) (this can be the current owner or anyone else).These are the steps to change ownership of an object: Those changes are then sent to everyone else in the instance. Only the Owner of an object can change its values. In VRChat, every GameObject is 'owned' by one player (VRCPlayerApi) at a time.

#UNITY NETWORKVIEW ENABLE UPDATE#

Others: sliderValue updated by VRChat > OnDeserialization triggered > set UISlider.value > OnValueChanged > Update readout. Owner: Moves Slider > OnValueChanged > set sliderValue from UISlider.value > Update readout. When this event is triggered, they use sliderValue to update the position of the slider and the text in the readout. VRChat updates sliderValue on the other players, and triggers an event called OnDeserialization on the other users.

unity networkview enable

So the owner moves the slider and sets sliderValue. When it's received and unpacked by the other users, that's called Deserialization. This value will be packed up and sent to everyone else, which is called Serialization. For the owner, this is straightforward - when the slider moves, we get its new value, and update our variable. We set up our slider to update this value whenever the slider is moved. So we make a variable called sliderValue, with a type of float. This will be a number with a decimal point between 0 and 1, which we call a floating point value, or a float for short. To sync the Slider, we just need to get its number value. Note that this is meant to illustrate the concepts - we'll release a separate example that goes into the nitty-gritty 'how-to' details.

unity networkview enable

In this example, the Owner of a Slider syncs its value to everyone else.













Unity networkview enable