/* * This file is part of the Unity networking tutorial by M2H (http://www.M2H.nl) * The original author of this code Mike Hergaarden, even though some small parts * are copied from the Unity tutorials/manuals. * Feel free to use this code for your own projects, drop me a line if you made something exciting! */ #pragma strict var connectToIP : String = "127.0.0.1"; var connectPort : int = 25001; //Obviously the GUI is for both client&servers (mixed!) function OnGUI () { if (Network.peerType == NetworkPeerType.Disconnected){ //We are currently disconnected: Not a client or host GUILayout.Label("Connection status: Disconnected"); connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100)); connectPort = parseInt(GUILayout.TextField(connectPort.ToString())); GUILayout.BeginVertical(); if (GUILayout.Button ("Connect as client")) { //Connect to the "connectToIP" and "connectPort" as entered via the GUI //Ignore the NAT for now Network.useNat = false; Network.Connect(connectToIP, connectPort); } if (GUILayout.Button ("Start Server")) { //Start a server for 32 clients using the "connectPort" given via the GUI //Ignore the nat for now Network.useNat = false; Network.InitializeServer(32, connectPort); } GUILayout.EndVertical(); }else{ //We've got a connection(s)! if (Network.peerType == NetworkPeerType.Connecting){ GUILayout.Label("Connection status: Connecting"); } else if (Network.peerType == NetworkPeerType.Client){ GUILayout.Label("Connection status: Client!"); GUILayout.Label("Ping to server: "+Network.GetAveragePing( Network.connections[0] ) ); } else if (Network.peerType == NetworkPeerType.Server){ GUILayout.Label("Connection status: Server!"); GUILayout.Label("Connections: "+Network.connections.length); if(Network.connections.length>=1){ GUILayout.Label("Ping to first player: "+Network.GetAveragePing( Network.connections[0] ) ); } } if (GUILayout.Button ("Disconnect")) { Network.Disconnect(200); } } } // NONE of the functions below is of any use in this demo, the code below is only used for demonstration. // First ensure you understand the code in the OnGUI() function above. //Client functions called by Unity function OnConnectedToServer() { Debug.Log("This CLIENT has connected to a server"); } function OnDisconnectedFromServer(info : NetworkDisconnection) { Debug.Log("This SERVER OR CLIENT has disconnected from a server"); } function OnFailedToConnect(error: NetworkConnectionError){ Debug.Log("Could not connect to server: "+ error); } //Server functions called by Unity function OnPlayerConnected(player: NetworkPlayer) { Debug.Log("Player connected from: " + player.ipAddress +":" + player.port); } function OnServerInitialized() { Debug.Log("Server initialized and ready"); } function OnPlayerDisconnected(player: NetworkPlayer) { Debug.Log("Player disconnected from: " + player.ipAddress+":" + player.port); } // OTHERS: // To have a full overview of all network functions called by unity // the next four have been added here too, but they can be ignored for now function OnFailedToConnectToMasterServer(info: NetworkConnectionError){ Debug.Log("Could not connect to master server: "+ info); } function OnNetworkInstantiate (info : NetworkMessageInfo) { Debug.Log("New object instantiated by " + info.sender); } function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) { //Custom code here (your code!) } /* The last networking functions that unity calls are the RPC functions. As we've added "OnSerializeNetworkView", you can't forget the RPC functions that unity calls..however; those are up to you to implement. @RPC function MyRPCKillMessage(){ //Looks like I have been killed! //Someone send an RPC resulting in this function call } */