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| 1 | +using System; |
| 2 | +using MLAPI; |
| 3 | +using MLAPI.Messaging; |
| 4 | +using UnityEngine; |
| 5 | + |
| 6 | +namespace MLAPI_Examples |
| 7 | +{ |
| 8 | + public class BasicRpcPositionSync : NetworkedBehaviour |
| 9 | + { |
| 10 | + // Send position no more than 20 times a second |
| 11 | + public int SendsPerSecond = 20; |
| 12 | + // Dont send position unless we have moved at least 1 cm |
| 13 | + public float MinimumMovement = 0.01f; |
| 14 | + // Dont send position unless we have rotated at least 1 degree |
| 15 | + public float MinimumRotation = 1f; |
| 16 | + // Allows you to change the channel position updates are sent on. Its prefered to be UnreliableSequenced for fast paced. |
| 17 | + public string Channel = "MLAPI_DEFAULT_MESSAGE"; |
| 18 | + |
| 19 | + private float lastSendTime; |
| 20 | + private Vector3 lastSendPosition; |
| 21 | + private Quaternion lastSendRotation; |
| 22 | + |
| 23 | + public override void NetworkStart() |
| 24 | + { |
| 25 | + // This is called when the object is spawned. Once this gets invoked. The object is ready for RPC and var changes. |
| 26 | + |
| 27 | + // Set the defaults to prevent a position update straight after spawn with the same redundant values. (The MLAPI syncs positions on spawn) |
| 28 | + lastSendPosition = transform.position; |
| 29 | + lastSendRotation = transform.rotation; |
| 30 | + } |
| 31 | + |
| 32 | + private void Update() |
| 33 | + { |
| 34 | + // Check if its time to send a new position update |
| 35 | + if (IsOwner && Time.time - lastSendTime > (1f / SendsPerSecond)) |
| 36 | + { |
| 37 | + // Check if we have moved enough or rotated enough for a position update |
| 38 | + if (Vector3.Distance(lastSendPosition, transform.position) >= MinimumMovement || Quaternion.Angle(lastSendRotation, transform.rotation) > MinimumRotation) |
| 39 | + { |
| 40 | + // We moved enough. |
| 41 | + |
| 42 | + // Set the last states |
| 43 | + lastSendTime = Time.time; |
| 44 | + lastSendPosition = transform.position; |
| 45 | + lastSendRotation = transform.rotation; |
| 46 | + |
| 47 | + if (IsClient) |
| 48 | + { |
| 49 | + // If we are a client. (A client can be either a normal client or a HOST), we want to send a ServerRPC. ServerRPCs does work for host to make code consistent. |
| 50 | + InvokeServerRpc(SendPositionToServer, transform.position, transform.rotation, Channel); |
| 51 | + } |
| 52 | + else if (IsServer) |
| 53 | + { |
| 54 | + // This is a strict server with no client attached. We can thus send the ClientRPC straight away without the server inbetween. |
| 55 | + InvokeClientRpcOnEveryone(SetPosition, transform.position, transform.rotation, Channel); |
| 56 | + } |
| 57 | + } |
| 58 | + } |
| 59 | + } |
| 60 | + |
| 61 | + [ServerRPC(RequireOwnership = true)] |
| 62 | + public void SendPositionToServer(Vector3 position, Quaternion rotation) |
| 63 | + { |
| 64 | + // This code gets ran on the server at the request of clients or the host |
| 65 | + |
| 66 | + // Tell every client EXCEPT the owner (since they are the ones that actually send the position) to apply the new position |
| 67 | + InvokeClientRpcOnEveryoneExcept(SetPosition, OwnerClientId, position, rotation, Channel); |
| 68 | + } |
| 69 | + |
| 70 | + [ClientRPC] |
| 71 | + public void SetPosition(Vector3 position, Quaternion rotation) |
| 72 | + { |
| 73 | + // This code gets ran on the clients at the request of the server. |
| 74 | + |
| 75 | + transform.position = position; |
| 76 | + transform.rotation = rotation; |
| 77 | + } |
| 78 | + } |
| 79 | +} |
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