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Changing ownership of a networkview object
Changing ownership of a networkview object






changing ownership of a networkview object

  • Type: utility field which shows the Unity PrefabType value of the current Game Object.
  • You also see the description of each field on Untiy by enabling the Show BoltEntity Settings hints in the Bolt Settings window, under the Miscellaneous section. Here is a breakdown of all the settings available on the BoltEntity component. In general you can't do very much with the entity in question and it's usually something you don't have any control of in the game (like another players avatar for example). If you are neither the Owner or Controller of an entity, both entity.isOwner and entity.hasControl will return false. The Controller is the only one that the entity.hasControl property will return true on. Taking control of an entity you are the Owner of is done by calling entity.TakeControl() and releasing control is done with entity.ReleaseControl(). The Owner can also take control of an entity himself, he will then be considered both the Owner and Controller. This peer will now be considered the Controller of this entity. The Owner can assign control of an entity to another peer by calling entity.AssignControl(otherConnection) and passing in the connection to the other peer.Ĭontrol can also be removed by calling entity.RevokeControl().

    changing ownership of a networkview object changing ownership of a networkview object

    Only the Owner can assign and take away the control of an entity. The owner of an entity has absolute control over everything (state, transform, etc.).īeing a Controller of an entity is something which can be assigned, taken away and transferred to other peers. Ownership of an entity can not be transferred to anyone else.

    changing ownership of a networkview object

    This peer is the only one where BoltEntity.isOwner will return true. Proxy: where entity.isOwner = false & entity.hasControl = false.īeing an Owner is a non-changeable property that is assigned to the peer which the BoltNetwork.Instantiate call is issued on.Controlled: where entity.hasControl = true.They are not mutually exclusive, you can be any of the following: It is the representation of a network-aware object, and is the base for having Bolt control and replicate an actual GameObject in Unity.Ī BoltEntity is neither from a Server or Client, in Bolt perspective, the ownership of entities is broken down into two separate categories: Owner and Controller. It's also because of this component, that you are able to interact with the Entity's state, modifying it to reflect the state of your game.īoltEntity is similar to a Unity/uLink NetworkView or PUN's PhotonView. In order to mark a GameObject as networked, you need to use the BoltEntity component.īy using this component, you transform an ordinary Unity Prefab into a networked element, allowing Bolt to extract, sync, and manage its data. The BoltEntity is a Unity GameObject that will be represented on the network by Photon Bolt. What About Normal Proxies, Which Are Not The Controller?.What Is BoltCommand.isFirstExecution Used For?.Method: BoltEntity.ExecuteCommand(BoltCommand Cmd, Bool ResetState).Method: BoltEntity.SimulateController().Of course all your PUN & Bolt projects will continue to work and run with the known performance in the future.įor any upcoming or new projects: please switch to Photon Fusion or Quantum. We will support Unity 2022 with PUN 2, but no new features will be added. PUN Classic (v1), PUN 2 and Bolt are in maintenance mode.








    Changing ownership of a networkview object