Search Unity

Sending rotate data over the network.

Discussion in 'Connected Games' started by altair2020, Oct 28, 2012.

  1. altair2020

    altair2020

    Joined:
    Mar 6, 2011
    Posts:
    28
    Hi Everyone,

    I have just completed this tutorial series:

    http://codesynergy.wordpress.com/unity-networking-tutorial-in-c/#comment-101

    Now i think i have a slight understanding of networking... what i am struggling to do is send rotation information over the network. :confused:

    If I wanted to send the rotation details or if i wanted to send the entire Transform information of an object how would i do this?

    Also can you send constant force details?

    I am trying to make an Authoritative Server that accepts the position, rotation and constant force details of an object.

    If someone can kindly advise i would be obliged.

    Thanks,

    J.
     
    Last edited: Oct 28, 2012
  2. KHopcraft

    KHopcraft

    Joined:
    Jun 6, 2009
    Posts:
    3,246
    Send the quaternion of the transform you want rotated over the network.
     
  3. altair2020

    altair2020

    Joined:
    Mar 6, 2011
    Posts:
    28
    Is this what i want to do ?


     
  4. KHopcraft

    KHopcraft

    Joined:
    Jun 6, 2009
    Posts:
    3,246
    Close, what you did was send a Quaternion that has nothing to do with the transform, what you want to do is this:

    Code (csharp):
    1.  
    2. Quaternion rot = transform.rotation;
    3. stream.Serialize(ref rot);
    4.  
     
  5. altair2020

    altair2020

    Joined:
    Mar 6, 2011
    Posts:
    28
    Thanks Khopcraft this worked a treat !!!

    I also just fixed another problem where it was only updating on the server side.

    I realised that the Network View of the player object was set to "Off" I have changed this to "Unreliable" and the client and the server states are maintained.

    Thank you for your help !