mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
76b75dbb9b
* Documentation Outline * Spacing adjustments * Captured old wiki content * yml fix * Docs work * resize images * Replaced images * Removed md from links * Renamed Misty to Fizzy * Captured Unity docs * links cleanup * clear links * Cleanup and moved NetworkBehavior to Classes. * added slashes to yml paths * reverted slashes * Fixes bad link * Update Ignorance.md This should be enough documentation for now, yeah? * Localized images * Update Ignorance.md formatting updates * Lots of Cleanup * fix link * Formatting * fix code blocks * Lots of content and cleanup * fixed yml * Added blank line * Added spaces in titles * tightened bullets * Fixed bullet spacing * Fixed more bullets * unbolded content * Cleanup and removal of empty pages Updated README with links to docs pages * Restored prior version * Contributing * Improvements to content * lower case fix * fix link * renamed Contributions * fixed link * home page content * Fixed Encoding * Moved Why TCP * Replaced Unity with Mirror * Telepathy Description * changed to h2 * Moved Sample down * Removed dead links * Copied Contributions Added Test Fixed h3's * Fixed headings * added to Test * Fixed image alts and links * fixed last alt
2.4 KiB
2.4 KiB
Messages Overview
General description of Messages
- AddPlayerMessage
This is passed to handler functions registered for the AddPlayer built-in message. - EmptyMessage
A utility class to send a network message with no contents.
using UnityEngine;
using Mirror;
public class Test
{
void SendNotification()
{
var msg = new EmptyMessage();
NetworkServer.SendToAll(667, msg);
}
}
- ErrorMessage
This is passed to handler functions registered for the SYSTEM_ERROR built-in message. - IntegerMessage
A utility class to send simple network messages that only contain an integer.
using UnityEngine;
using Mirror;
public class Test
{
void SendValue(int value)
{
var msg = new IntegerMessage(value);
NetworkServer.SendToAll(MsgType.Scene, msg);
}
}
- NotReadyMessage
This is passed to handler functions registered for the SYSTEM_NOT_READY built-in message. - PeerAuthorityMessage
Information about a change in authority of a non-player in the same network game.
This information is cached by clients and used during host-migration. - PeerInfoMessage
Information about another participant in the same network game.
This information is cached by clients and used during host-migration. - PeerInfoPlayer
A structure used to identify player object on other peers for host migration. - PeerListMessage
Internal UNET message for sending information about network peers to clients. - ReadyMessage
This is passed to handler functions registered for the SYSTEM_READY built-in message. - ReconnectMessage
This network message is used when a client reconnect to the new host of a game. - RemovePlayerMessage
This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message. - StringMessage
This is a utility class for simple network messages that contain only a string.
This example sends a message with the name of the Scene.
using UnityEngine;
using Mirror;
public class Test
{
void SendSceneName(string sceneName)
{
var msg = new StringMessage(sceneName);
NetworkServer.SendToAll(MsgType.Scene, msg);
}
}