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Networking is a very large, detailed topic. In Unity, it is extremely simple to create network functionality. However, it is still best to understand the breadth and depth involved with creating any kind of network game. The following page will explain the fundamentals of networking concepts, and the Unity-specific ***cutions of these concepts for you to use. If you have never created a network game before, it is highly recommended that you read this guide in detail before attempting to create one.网络是一个非常庞杂的话题。在Unity中,使用网络功能却是相当容易。不过,你仍然需要花时间来深入理解如何在各种网络游戏中使用网络。接下来的内容会告诉你Unity网络方面的架构,和在Unity中使用网络的过程中某些特别需要注意的地方,希望你在创建你自己的游戏前认真的阅读这篇指南
High Level Overview 高级概述This section will outline all the concepts involved in networking. It will serve as an introduction to deeper topics.这个章节会为你罗列所有和网络有关的方面。从而为你提供一个深入了解网络的途径。
Networking Elements in Unity (Unity中的网络元素)This section of the guide will cover Unity's ***cution of the ideas discussed above.指南中的这个章节覆盖了Unity网络模块执行过程中的涉及的方方面面的功能细节。
Network View 网络视图Network Views are Components you use to share data across the network. They are extremely important to understand. This page will explain them in detail.网络视图是你用来通过网络共享数据的组件。理解这个组件非常重要,这个章节将帮助你了解他们的细节。
RPC Details 远程过程调用细节RPC stands for Remote Procedure Call. It is a way of calling a function on a remote machine. This may be a client calling a function on the server, or the server calling a function on all or specific clients, etc. This page explains RPC concepts in detail.RPC 是远程过程调用的缩写。这是一种用来调用远程机器上的某个函数的途径。 可以从客户端调用服务器上的某个函数,也可以从服务器同时调用所有客户端的某个函数或者某个特殊客户端的函数,等等。本章节为你详细描述这个途径的细节
State Synchronization 同步状态State Synchronization is a method of regularly updating a specific set of data across two or more game instances ***nning on the network.状态同步是通过网络更新某个包括两个或更多游戏对象的特殊集合的数据的标准方法。
Network Instantiate 网络实例化One difficult subject in networking is ownership of an object. Who controls what? Network Instantiation will determine this logic for you. This page will explain how to do this. It will also explain the complex alternatives, for situations when you just need more control.确定网络应用中一个对象的归属是一件困难的事情,如何控制这个过程?网络实例化会帮助你处理这部分逻辑。本章节会告诉你如何使用这个功能,并且在你想要控制更多的时候,Unity为你准备的备选方案。
Master Server 主服务器The Master Server is like a game lobby where servers can advertise their presence to clients. It is also a solution to enabling communication from behind a firewall or home network. When needed it makes it possible to use a technique called NAT punchthrough (with help from a facilitator) to make sure your players can always connect with each other. This page will explain how to use the Master Server.主服务器就像服务器用来向客户端宣告其存在的游戏大厅。也是一种能使游戏双方通信能跨越防火墙或家庭局部网络的解决方案。当你希望你的游戏用户总能通过NAT穿透的技术(在服务商帮助下)总能相互连接,你会需要这个功能。本章节将告诉你如何使用主服务器功能。
Minimizing Bandwidth 最小化带宽Every choice you make about where and how to share data will affect the bandwidth your game uses. This page will share some details about bandwidth usage and how to keep it to a minimum.你为如何共享数据所做出的选择都将影响游戏所使用的带宽,本页将帮助你理解带宽和如何最小化游戏所使用的带宽
iOS
Special details about networking on iOS 在iOS中使用网络的特定细节Boot up with Networking for iOS.在iOS中如何启动网络。
Android
Special details about networking on Android 在安卓中使用网络的特定细节 【来源:互联网】
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