unity多人同步联机——玩家位置(Netcode for GameObjects)

unity同步基础S/C

 

 安装上述插件

新建空组件添加NetworkManager,设定希望生成物体的预设体 

 仅需为一个player绑定唯一id,其下所有组件共享一个id

为其添加NetworkRigidbody和Transform(传递需要同步的属性)组件

同时开启多个窗口,会出现多个角色,但是所有角色会共同移动

因为包含共同组建,所有组件的数值相同,所以,在A中需要禁用所有B中的组件

故,仅保存本地玩家摄像机,输入与监听,网络玩家的全部禁用

注:此时不能因为player并非场景中组件,故camera只能利用标签获取

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;

public class PlayerSetup : NetworkBehaviour
{
    [SerializeField]
    private Behaviour[] componentsToDisable;

    private Camera sceneCamera;

    // Start is called before the first frame update
    void Start()
    {
        //非本地玩家组件禁用
        if(!IsLocalPlayer)
        {
            for (int i = 0; i < componentsToDisable.Length; i++) 
            {
                //禁用组件
                componentsToDisable[i].enabled = false;
            }
        }else
        {
            //获取maincamera
            sceneCamera= Camera.main;
            if (sceneCamera != null) 
            {
                sceneCamera.gameObject.SetActive(false);
            }
        }
    }

    // Update is called once per frame
    private void OnDisable()
    {
        if(sceneCamera!= null)
        {
            sceneCamera.gameObject.SetActive(true);
        }
    }
}

 unity默认禁用Client的操作,重写client方法

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode.Components;
using UnityEngine;

namespace Unity.Multiplayer.Samples.Utilities.ClientAuthority
{
    [DisallowMultipleComponent]

    public class ClientNetworkTransform:NetworkTransform
    {
        //重载是否只能在服务器端授权的函数:false
        protected override bool OnIsServerAuthoritative()
        {
            return false;
        }
    }
}

 删除player中的NetworkTransform与Rigidbody,camera中的NetworkTransform

camera与player添加ClientNetworkTransform(rigidbody)

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转载自blog.csdn.net/Theolulu/article/details/129823667