function OnSerializeNetworkView (stream : BitStream, info : NetworkMessageInfo) : void
Description
Used to customize synchronization of variables in a script watched by a network view.
It is automatically determined if the variables being serialized should be sent or received,
see example below for a better description. This depends on who owns the object, i.e. the owner sends
and all others receive.
var currentHealth :
int;
function OnSerializeNetworkView(stream :
BitStream,
info :
NetworkMessageInfo) {
var health :
int = 0;
if (stream.isWriting) {
health = currentHealth;
stream.Serialize(health);
}
else {
stream.Serialize(health);
currentHealth = health;
}
}
using UnityEngine;
using System.Collections;
public class example :
MonoBehaviour {
public int currentHealth;
void OnSerializeNetworkView(
BitStream stream,
NetworkMessageInfo info) {
int health = 0;
if (stream.isWriting) {
health = currentHealth;
stream.Serialize(ref health);
}
else {
stream.Serialize(ref health);
currentHealth = health;
}
}
}
import UnityEngine
import System.Collections
class example(
MonoBehaviour):
public currentHealth as
int def OnSerializeNetworkView(stream as
BitStream, info as
NetworkMessageInfo):
health as
int = 0
if stream.isWriting:
health = currentHealth
stream.Serialize(health)
else:
stream.Serialize(health)
currentHealth = health