1/24/2024 0 Comments Unity networkview overhead![]() HDRP: Added a material type for thin objects with colored transmission. XR SRP: Performance degradation when comparing Android Quest 2 builds across 2020.x Visual Effects - Legacy: Visualisation corruption occurs when rendering Particles to Render Texture Texture: Crash on Sprite::Transfer when building the project RP Foundation: "Resources.FindObjectsOfTypeAll(typeof(Material)).Length" increases every time when entering/exiting Play Mode ![]() Project Browser: Project Browser shows package resources when package visibility is disabled Metal: Rendering freezes when the orientation is changed IL2CPP: Build argument doesn't get passed when exporting the project So, my question is, can I get Unity's NetworkView.RPC method to put it's serialised objects into this "args" parameter? If not, can anyone see anyway around this?īy the way I'm using Vexe's framework, so you might see unusual things like "base.Serializer" etc.Asset Pipeline: Fixed an issue where incorrect paths could be returned for constant (internal) GUIDs, causing references to these assets to break.Īudio: Audio random container shows subassets in the project folder when adding clips via drag & dropĪudio: Audio Random Container window clears when deselecting the Audio Random Container in the project viewĪudio: Dragging a audio clip from project view into the Audio Random Container AudioClips list, behaves incorrectly.Īudio: The Audio Random Container window sometimes loads an incorrect UI when entering playmodeĭirectX12: Editor freezes when saving prefab changes in Play Mode if “VSync” is enabledĮditor: Enabled keeping the build's progress bar active until backend completes current job to be completed after cancelling build to give proper UI feedback.įrameDebugger: Frame Debugger VRAM memory leak Object deserialisedArgs = new object įor( int i = 0 i ( ( string )args ) First we have to deserialise the method arguments. The RPC method: private void ComponentRPCNetwork( params object args ) The only problem now is, Unity won't put the objects it serialises into my params object parameter. I also put the unique component name and method name in the array. NetworkView.RPC( "ComponentRPCNetwork", mode, serialisedObjects ) Serialise arguments and call our RPC method through Unity. So, I now I serialise them IF they're not a NetworkViewID, then send the entire object array to Unity, which it does interpret correctly: protected void ComponentRPC( string methodName, RPCMode mode, params object args ) So, serialising the whole array of objects isn't an option. That's fine, except as far as I can tell, Unity's NetworkView.RPC method is the only thing in the universe that knows how to serialise a NetworkViewID properly. Serialising the entire array results in Unity doing no serialisation in NetworkView.RPC. This method simply serialises the parameters into a string and sends them to unity's RPC method. So, now every RPC call should go through my RPC method. So, to fix this I've added a unique name to every component and have to do some relatively slow searching and reflection in order to have a safe RPC call. This means an arbitrary component will be the "this" of the RPC method that actually gets called. "RPC function names should be unique accross the scene, if two RPC functions in different scripts have the same name only one of them is called when RPC is invoked" This means if I have two components that share a base class that has an RPC method, they won't work due to this: Every component that a game object uses is placed on the object and is disabled/enabled based on it's state machine's current state. Why do I need to do this? The game I'm working on fully conforms to a component style design.
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