11/9/2022 0 Comments Unity networkview rpc vs rpc![]() ![]() ![]() Peer data values like type and name can be set via the NetworkP2P inspector. P2P Discovery - more love for P2P! Just like regular uLink client/server, P2P can now also discover localhost or LAN connected peers using NetworkP2P APIs equivalence to the MasterServer and peer data which includes ping, type, name etc.Many many more optimizations, features, fixes and improvements which wont be listed until the final release.Optimized performance and memory usage of BitStreams, by utilizing an internal pool of BitStreams so that uLink reuses everything efficiently.Additionally, clients will now automatically get their public IP address by the MasterServer. This allows webplayers, which can't broadcast and discover local servers because of security concern, to instead find them in the MasterServer's list. ![]() Game servers which haven't been port-forwarded and are behind a NAT or firewall can still be registered in a MasterServer, but their HostData information will only be sent to players on the same LAN (same public IP address).In addition, you can also pass a special handoverData per player handover, which will also be available when the player is fully redirected - in its NetworkPlayerApproval - at the destination server. Client handovers will also trigger the uLink_OnPlayerApproval event and the NetworkPlayerApproval will contain all handover objects and their data so that they can easily be manipulated or dropped before they are instantiated. If a client owner is redirected, the objects will not be instantiated on the destination server until the client has connected. Rich P2P handover API which can handover multiple GameObjects simultaneously and where every aspect can be fully configured and customized, if desired.This is useful for limiting the bandwidth, memory and CPU usage for each player depending on their line of sight or area of interest. If a client is “out of scope” it will not receive any updates or broadcast RPCs regarding that object. Besides the high-level culling features of Groups you can also set the network scope of each individual GameObject/NetworkView to each client, using NetworkView.SetScope. Powerful low-level network occlusion culling API.NetworkGroupFlags.AddNewPlayers - all future connected players will automatically join the group.This attribute is useful for separating game sessions/instances on the same uLink server. If a client joins or leaves the group, the objects will automatically be instantiated or destroyed. Meaning all the group’s objects will be destroyed for non-member clients (if they have been instantiated) and new objects won’t be instantiated for non-member clients. NetworkGroupFlags.HideGameObjects - the group will not only cull its objects broadcast RPCs and updates to non-member clients but it will also completely remove its GameObjects from their scene.Besides using groups for efficient object management and high-level network occlusion culling, you can at any time add special attributes to each individual group - by calling Network.SetGroupFlags with any combination of the following flags: However, the server is by definition a member of all groups and will therefore always receive all RPCs and updates. A client won’t receive any updates or broadcast RPCs for objects in a group that the client hasn’t joined. A object can only belong to one group (there can be up to 65535 different groups) but a client can belong to multiple. A client can at any time join or leave a group either explicitly (by calling Network.AddPlayerToGroup or Network.RemovePlayerFromGroup) or implicitly by owning at least one GameObject/NetworkView instantiated or assigned to that group, and vice verse leaving that group when losing his/her last owned object in it. Incredibly easy to use multiple purpose Room/Session/Subgame feature which we call Groups. ![]()
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