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* feat: NetworkMatchChecker Component * Added docs * feat: Use logger framework for NetworkClient (#1685) * Use logger framework for NetworkClient * Update Assets/Mirror/Runtime/NetworkClient.cs Co-authored-by: vis2k <info@noobtuts.com> * breaking: NetworkVisbility component (#1681) * backup * breaking: NetworkProximityCheck abstract class. Simplifies code, reduces complexity, improves performance because if 10k identities have 10 components each, we don't have to iterate 100k components each time we rebuild observers. * update tests and checkers * DisallowMultipleComponents * fix tests * split OnCheckObserver check * fix tests * syntax * update comment * renamed to NetworkVisibility * forgot to remove comment * breaking: Network Visibility Component * changing namespaces of performance tests (#1689) * Updated to use NetworkVisibility * Updated comments * Updated OnCheckObserver and removed OnSetHostVisibility * tests for OnCheckObserver * adding check for empty guid * tests for changing matchId * RebuildObservers if player left a match * Refactored to make it simpler Co-authored-by: Paul Pacheco <paulpach@gmail.com> Co-authored-by: vis2k <info@noobtuts.com> Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
14 lines
757 B
Markdown
14 lines
757 B
Markdown
# Network Scene Checker
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The Network Match Checker component controls visibility of networked objects based on match id.
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![Network Scene Checker component](NetworkMatchChecker.png)
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Any object with this component on it will only be visible to other objects in the same match.
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This would be used to isolate players to their respective matches within a single game server instance.
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When you create a match, generate and store, in a List for example, a new match id with `System.Guid.NewGuid();` and assign the same match id to the Network Scene Checker via `GetComponent<NetworkMatchChecker>().matchId`.
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Mirror's built-in Observers system will isolate SyncVar's and ClientRpc's on networked objects to only send updates to clients with the same match id.
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