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docs: sync event obsolete (#2216)
* adding note to guides about removed SyncEvent * updating Obsolete making Obsolete error whe used updating text to say it has been removed linking to issue * adding Obsolete note to other references to SyncEvent
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@ -48,8 +48,11 @@ public class TargetRpcAttribute : Attribute
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/// <summary>
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/// SyncEvents are networked events like ClientRpc's, but instead of calling a function on the game object, they trigger Events instead.
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/// <para>
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/// **IMPORTANT** SyncEvents have been removed in version 18.0.0, see this [Issue](https://github.com/vis2k/Mirror/pull/2178) for more information
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/// </para>
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/// </summary>
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[Obsolete("[SyncEvent] will be removed soon. Use ClientRpc/TargetRpc instead. SyncEvent was a leftover from the UNET days, nobody ever uses or understands it. We will remove it because it requires significant Weaver overhead to maintain.")]
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[Obsolete("[SyncEvent] has been removed. Use ClientRpc/TargetRpc instead. See https://github.com/vis2k/Mirror/pull/2178", true)]
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[AttributeUsage(AttributeTargets.Event)]
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public class SyncEventAttribute : Attribute
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{
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@ -37,5 +37,6 @@ These attributes can be used for Unity game loop methods like Start or Update, a
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- Game object with a NetworkIdentity component attached.
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- **SyncVar**
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[SyncVars](Sync/SyncVars.md) are used to synchronize a variable from the server to all clients automatically. Don't assign them from a client, it's pointless. Don't let them be null, you will get errors. You can use int, long, float, string, Vector3 etc. (all simple types) and NetworkIdentity and game object if the game object has a NetworkIdentity attached to it. You can use [hooks](Sync/SyncVarHook.md).
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- **SyncEvent**
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- **SyncEvent (Obsolete)**
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[SyncEvent](Sync/SyncEvent.md) are networked events like ClientRpc's, but instead of calling a function on the game object, they trigger Events instead.
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**IMPORTANT:** removed in version 18.0.0, see this [Issue](https://github.com/vis2k/Mirror/pull/2178) for more information.
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@ -106,7 +106,9 @@ To define a Client RPC call in your code, you must write a function which:
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See [Communications](Communications/index.md) and related sections for more information.
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## Networked Events
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## Networked Events (Obsolete)
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> **IMPORTANT** SyncEvents have been removed in version 18.0.0, see this [Issue](https://github.com/vis2k/Mirror/pull/2178) for more information
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Networked events are like Client RPC calls, but instead of calling a function on the game object, they trigger Events instead.
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@ -1,4 +1,6 @@
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# SyncEvent
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# SyncEvent (Obsolete)
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> **IMPORTANT** SyncEvents have been removed in version 18.0.0, see this [Issue](https://github.com/vis2k/Mirror/pull/2178) for more information
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This is an attribute that can be put on events in NetworkBehaviour classes to allow them to be invoked on client when the event is called on the server.
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@ -7,8 +7,9 @@ State synchronization is done from the Server to remote clients. The local clien
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Data is not synchronized in the opposite direction - from remote clients to the server. To do this, you need to use Commands.
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- [SyncVars](SyncVars.md)
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SyncVars are variables of scripts that inherit from NetworkBehaviour, which are synchronized from the server to clients.
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- [SyncEvents](SyncEvent.md)
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SyncEvents are networked events like ClientRpc’s, but instead of calling a function on the game object, they trigger Events instead.
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- [SyncEvents (Obsolete)](SyncEvent.md)
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SyncEvents are networked events like ClientRpc’s, but instead of calling a function on the game object, they trigger Events instead.
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**IMPORTANT:** removed in version 18.0.0, see this [Issue](https://github.com/vis2k/Mirror/pull/2178) for more information.
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- [SyncLists](SyncLists.md)
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SyncLists contain lists of values and synchronize data from servers to clients.
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- [SyncDictionary](SyncDictionary.md)
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@ -39,7 +39,7 @@ We've developed a [List Server](https://mirror-networking.com/list-server/) wher
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- Network [Proximity Checker](Components/NetworkProximityChecker.md) to help with Area of Interest
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- Network [Scene Checker](Components/NetworkSceneChecker.md) to islolate players and networked objects to Additive scene instances
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- Network [Match Checker](Components/NetworkMatchChecker.md) to islolate players and networked objects by [Network Visibility](Guides/Visibility.md)
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- [SyncVar](Guides/Sync/SyncVars.md), [SyncList](Guides/Sync/SyncLists.md), [SyncEvent](Guides/Sync/SyncEvent.md), [SyncDictionary](Guides/Sync/SyncDictionary.md), and [SyncHashSet](Guides/Sync/SyncHashSet.md)
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- [SyncVar](Guides/Sync/SyncVars.md), [SyncList](Guides/Sync/SyncLists.md), [SyncDictionary](Guides/Sync/SyncDictionary.md), and [SyncHashSet](Guides/Sync/SyncHashSet.md)
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**Integrations**
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- [Dissonance Voice Chat](https://assetstore.unity.com/packages/tools/audio/dissonance-voice-chat-70078)
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