MonoBehaviour.OnSerializeNetworkViewfunction OnSerializeNetworkView (stream : BitStream, info : NetworkMessageInfo) : voidDescriptionUsed to customize synchronization of variables in a script watched by a network view. It is automatically determined if the variables being serialized should be sent or received, see example below for a better description. This depends on who owns the object, i.e. the owner sends and all others receive.
JavaScripts
// This objects health information
var currentHealth : int = 0; function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) { if (stream.isWriting) { var healthC : int = currentHealth; stream.Serialize(healthC); } else { var healthZ : int = 0; stream.Serialize(healthZ); currentHealth = healthZ; } } using UnityEngine;
using System.Collections; public class example : MonoBehaviour { public int currentHealth = 0; void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) { if (stream.isWriting) { int healthC = currentHealth; stream.Serialize(ref healthC); } else { int healthZ = 0; stream.Serialize(ref healthZ); currentHealth = healthZ; } } } import UnityEngine
import System.Collections class example(MonoBehaviour): public currentHealth as int = 0 def OnSerializeNetworkView(stream as BitStream, info as NetworkMessageInfo): if stream.isWriting: healthC as int = currentHealth stream.Serialize(healthC) else: healthZ as int = 0 stream.Serialize(healthZ) currentHealth = healthZ |
