
You should rather make incremental step-wise updates and also when you do be aware of what changes each version in between brings.
UNITY TRANSFER NETWORKVIEW TO NEW SERVER SOFTWARE
you can expect a lot of API changes between over 3 years apart software versions in general. This Unity Package can be downloaded here (updated): fps_sample_2013_02_21.You shouldn't make huge jumps in Unity versions. Unity is a great tool for Indie developers, but there are parts of it that can really make you spin around in circles. Avoid (as much as possible) the "exotic" Unity networking components.I set out to make a simple peer-to-peer FPS sample project with two goals in mind: Networking is definitely one of those parts. The components I decided to avoid were NetworkViews, Network.Instantiate, and RemoveRPCs. I picked these three because NetworkViews (even when set to "Unreliable") can create a lot of unnecessary network traffic if they are not managed very carefully. Network.Instantiate also generates so much network traffic that the game can pause and skip every time a new player joins. And finally, RemoveRPCs (RPC = "Remote Procedure Call") only works when you are using Network.Instantiate, so it goes out the window as well.
UNITY TRANSFER NETWORKVIEW TO NEW SERVER CODE
Update: I recently found a good way to do Server Discovery for the LAN, please post a comment if you'd like me to post that code as well :) I really wanted to do this as a true peer-to-peer, but Unity's built-in networking is geared strictly for client-server networking. Unity Networking Sample Using One NetworkView So, what does that leave us with? It leaves us with.

If you start digging through LOTS of other Unity Networking tutorials, they'll follow the "standard route" of adding a NetworkView to your player prefab and then relying on Unity to decide when to send updates, and how much data will be sent. Using this setup, EACH player will have its own chatty NetworkView sending out information to everyone else more or less continuously. We're not going to take the standard route. However, we're still going to need a single NetworkView because that's the only way Unity can communicate over the network (since we don't want to re-create the wheel and build our own Socket manager in. However, a single NetworkView component attached to an empty GameObject can be set to State Synchronization=OFF, and Observed=NONE. This will allow us to send RPCs back and forth between client and server without all the overhead and without all the unnecessary complexity. Which would leave us with something like this:Īt the same time, we still want a way to guarantee a unique ID is assigned to each player. NET's functions specifically designed for this task. But if we did that, then we'd have to import at least another package - which isn't really worth it just for one function. Devising a way for clients to be able to distinguish between messages that are meant for them and messages that are meant for other players.Managing the creating and destruction of player objects on all clients (from the server) as players join or disconnect.Maintaining a dictionary between GameObjects and NetworkPlayer objects so that we can easily lookup one from the other.Having just a single NetworkView over which RPCs can be sent means there are a few extra responsibilities we have to take on: A better option is to just use AllocateViewID() to get a unique object on the server even though our actual player object won't have their own unique network views. To help explain how this is accomplished, let's take a look at a process flow diagram. Did I mention that I <3 process flow diagrams. I should probably mention that before we get too far into things and PFDs start flying all over the place. OK, let's look at the important parts, starting with our first RPC in OnPlayerConnected() networkView.RPC("JoinPlayer", RPCMode.All, newViewID, Vector3.zero, p) If you haven't done so already, grab the Unity package and open up the networkController script so you can follow along.

In OnPlayerConnected(), we execute this RPC call to all connected clients using the server's world networkView. Notice that we are using RPCMode.All - which will send the JoinPlayer() RPC to all players and the server. Now, in the JoinPlayer() RPC, we have this critical comparison: if(p.ipAddress=LocalAddress) which is removed when a player disconnects with something very similar in the DisconnectPlayer() RPC: players.Remove(player) This is done in the JoinPlayer() RPC with this simple command: players.Add(p,newPlayer) The player object must be created on all clients and the server, and this is the simplest way of accomplishing that.Īlso, notice that the server AND the client is maintaining the HashTable of all players. In Start(), we determine the computer's Local IP Address using Dns.GetHostEntry(Dns.GetHostName()) from. NET's package and then use this to compare it against the NetworkPlayer structure's "ipAddress" attribute that is being sent from the server.
