LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkServer.SendUnreliableToReady<MSG>(short,MSG)

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Parameters

msg Message structure.
msgType Message type.

Returns

void Success if message is sent.

Description

Send given message structure as an unreliable message only to ready clients.

See Networking.NetworkClient.Ready.

#pragma strict
public class MyMsgTypes {
	public static var MSG_LOGIN_RESPONSE: short = 1000;
	public static var MSG_SCORE: short = 1005;
}
public class ScoreMessage extends System.ValueType {
	public var score: int;
	public var scorePos: Vector3;
}
class GameServer {
	function SendScore(score: int, scorePos: Vector3) {
		var msg: ScoreMessage;
		msg.score = score;
		msg.scorePos = scorePos;
		NetworkServer.SendToUnreliableToReady.<ScoreMessage>(MyMsgTypes.MSG_SCORE, msg);
	}
}
using UnityEngine;
using UnityEngine.Networking;

public class MyMsgTypes { public static short MSG_LOGIN_RESPONSE = 1000; public static short MSG_SCORE = 1005; };

public struct ScoreMessage { public int score; public Vector3 scorePos; }

class GameServer { void SendScore(int score, Vector3 scorePos) { ScoreMessage msg; msg.score = score; msg.scorePos = scorePos;

NetworkServer.SendToUnreliableToReady<ScoreMessage>(MyMsgTypes.MSG_SCORE, msg); } }