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Updated Network Proximity Checker Doc
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# NetworkProximityChecker
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The Network Proximity Checker component controls the visibility of GameObjects for network clients, based on proximity to players.
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The Network Proximity Checker component controls the visibility of game objects for network clients, based on proximity to players.
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![The Network Proximity Checker component](NetworkProximityCheck.png)
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- **Vis Range**
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Define the range that the GameObject should be visible in.
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Define the range that the game object should be visible to observers.
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- **Vis Update Interval**
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Define how often (in seconds) the GameObject should check for players entering its visible range.
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Define how often (in seconds) the game object should check for observers entering its visible range.
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- **Check Method**
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Define which type of physics (2D or 3D) to use for proximity checking.
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- **Force Hidden**
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Tick this checkbox to hide this object from all players.
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With the Network Proximity Checker, a game running on a client doesn’t have information about GameObjects that are not visible. This has two main benefits: it reduces the amount of data sent across the network, and it makes your game more secure against hacking.
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With the Network Proximity Checker, a game running on a client doesn’t have information about game objects that are not visible. This has two main benefits: it reduces the amount of data sent across the network, and it makes your game more secure against hacking.
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This component relies on physics to calculate visibility, so the GameObject must also have a collider component on it.
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This component relies on physics to calculate visibility, so observer game objects must also have a collider component on it.
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A GameObject with a Network Proximity Checker component must also have a [Network Identity] component. When you create a Network Proximity Checker component on a GameObject, Mirror also creates a Network Identity component on that GameObject if it does not already have one.
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A game object with a Network Proximity Checker component must also have a Network Identity component. When you create a Network Proximity Checker component on a game object, Mirror also creates a Network Identity component on that game object if it does not already have one.
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Scene objects with a Network Proximity Checker component are disabled when they're out of range, and spawned objects are destroyed when they're out of range.
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