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[Unity 组件参考手册]组件:管理器设置之网络管理器

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发表于 2013-1-31 22:32:45 |只看该作者 |倒序浏览
The Network Manager contains two very important properties for making Networked multiplayer games.网络管理器包含网络游戏开发的2个重要属性。
The Network Manager 网络管理器You can access the Network Manager by selecting Edit->roject Settings->Network from the menu bar.你可以在菜单Edit->roject Settings->Network打开网络管理器。
【Properties 属性】    Debug Level 调试级别
    The level of messages that are printed to the console
    控制台输出的信息级别。
    Off 关闭
    Only errors will be printed 仅输出错误信息
    Informational 报告
    Significant networking events will be printed 输出重要的网络事件
    Full 所有
    All networking events will be printed 输出所有网络事件
    Sendrate 发送频率
    Number of times per second that data is sent over the network
    每秒通过网络数据的频率 【Details 细节】Adjusting the Debug Level can be enormously helpful in fine-tuning or debugging your game's networking behaviors. At first, setting it to Full will allow you to see every single network action that is performed. This will give you an overall sense of how frequently you are using network communication and how much bandwidth you are using as a result.改变调试级别在微调或调试游戏的网络行为时非常有用。开始将它设置为 所有(Full),可以查看每一个网络行为的执行,也可以让你对网络通讯的使用频率和带宽占用有整体的感观。When you set it to Informational, you will see major events, but not every individual activity. Assigning unique Network IDs and buffering RPC calls will be logged here.如果你设置为报告(Informational),可以查看主要的事件,而不是所有的活动。分配唯一网络ID和缓冲RPC调用将被记录。When it is Off, only errors from networking will be printed to the console.如果设置为关闭(off),控制台将会只输出网络的错误信息。The data that is sent at the Sendrate intervals (1 second / Sendrate = interval) will vary based on the Network View properties of each broadcasting object. If the Network View is using Unreliable, its data will be send at each interval. If the Network View is using Reliable Delta Compressed, Unity will check to see if the Object being watched has changed since the last interval. If it has changed, the data will be sent.每个广播物体会根据发送时间间隔(1秒/发送频率=间隔)来发送数据,发送间隔由网络视图属性决定。如果网络视图设置为不可靠(Unreliable),那么每个时间间隔都将发送数据。如果网络视图设置为可靠差异压缩(Reliable Delta Compressed),Unity会检查物体与上一个时间间隔相比,数据是否发生了改变。如果数据改变了,才会被发送。
【来源:互联网】
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