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Unity3D游戲制作教程

Unity3D游戲制作教程

包含5節(jié)視頻教程

本系列包含Unity3D介紹、Unity3D導(dǎo)出人物、Unity3D導(dǎo)出場景、Unity3D導(dǎo)出動作、游戲測試最終完成一個簡單的游戲。是一套非常完整的Unity3D游戲制作教程。

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Unity組件:Network Manager 網(wǎng)絡(luò)管理器

關(guān)注:1289 留言:0 樓主:Qzosanyue2007 發(fā)帖時間:15年11月16日

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The Network Manager contains two very important properties for making Networked multiplayer games.

網(wǎng)絡(luò)管理器包含網(wǎng)絡(luò)游戲開發(fā)的2個重要屬性。


The Network Manager 網(wǎng)絡(luò)管理器

You can access the Network Manager by selecting Edit->Project Settings->Network from the menu bar.

你可以在菜單Edit->Project Settings->Network打開網(wǎng)絡(luò)管理器。

Properties 屬性
  • Debug Level 調(diào)試級別
    The level of messages that are printed to the console
    控制臺輸出的信息級別。
  • Off 關(guān)閉
    Only errors will be printed 僅輸出錯誤信息
  • Informational 報告
    Significant networking events will be printed 輸出重要的網(wǎng)絡(luò)事件
  • Full 所有
    All networking events will be printed 輸出所有網(wǎng)絡(luò)事件
  • Sendrate 發(fā)送頻率
    Number of times per second that data is sent over the network
    每秒通過網(wǎng)絡(luò)數(shù)據(jù)的頻率
Details 細節(jié)

Adjusting the Debug Level can be enormously helpful in fine-tuning or debugging your game's networking behaviors. At first, setting it to Full will allow you to see every single network action that is performed. This will give you an overall sense of how frequently you are using network communication and how much bandwidth you are using as a result.

改變調(diào)試級別在微調(diào)或調(diào)試游戲的網(wǎng)絡(luò)行為時非常有用。開始將它設(shè)置為 所有(Full),可以查看每一個網(wǎng)絡(luò)行為的執(zhí)行,也可以讓你對網(wǎng)絡(luò)通訊的使用頻率和帶寬占用有整體的感觀。

When you set it to Informational, you will see major events, but not every individual activity. Assigning unique Network IDs and buffering RPC calls will be logged here.

如果你設(shè)置為報告(Informational),可以查看主要的事件,而不是所有的活動。分配唯一網(wǎng)絡(luò)ID和緩沖RPC調(diào)用將被記錄。

When it is Off, only errors from networking will be printed to the console.

如果設(shè)置為關(guān)閉(off),控制臺將會只輸出網(wǎng)絡(luò)的錯誤信息。

The data that is sent at the Sendrate intervals (1 second / Sendrate = interval) will vary based on the Network View properties of each broadcasting object. If the Network View is using Unreliable, its data will be send at each interval. If the Network View is using Reliable Delta Compressed, Unity will check to see if the Object being watched has changed since the last interval. If it has changed, the data will be sent.

每個廣播物體會根據(jù)發(fā)送時間間隔(1秒/發(fā)送頻率=間隔)來發(fā)送數(shù)據(jù),發(fā)送間隔由網(wǎng)絡(luò)視圖屬性決定。如果網(wǎng)絡(luò)視圖設(shè)置為不可靠(Unreliable),那么每個時間間隔都將發(fā)送數(shù)據(jù)。如果網(wǎng)絡(luò)視圖設(shè)置為可靠差異壓縮(Reliable Delta Compressed),Unity會檢查物體與上一個時間間隔相比,數(shù)據(jù)是否發(fā)生了改變。如果數(shù)據(jù)改變了,才會被發(fā)送。

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