0

我正在尝试通过网络同步玩家的位置和旋转。我有部分工作。

我有 2 个玩家,一个主机和一个遥控器。查看主机屏幕时,我看到本地和网络播放器的正确位置。在远程时,我看到本地播放器的正确位置,但看不到联网播放器的正确位置。

这是我的同步脚本:

using UnityEngine;
using UnityEngine.Networking;
using System.Collections;

[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(NetworkIdentity))]
public class SyncRigidbody : NetworkBehaviour {

    public float positionLerpSpeed = 10f;
    public float positionThreshold = 0.0025f;
    public float rotationLerpSpeed = 10f;
    public float rotationThreshold = 2f;

    private Rigidbody _rigidbody;
    private Vector3 _requestedPos;
    private Vector3 _lastPos;
    private Quaternion _requstedRot;
    private Quaternion _lastRot;

    void Start () {
        _rigidbody = gameObject.GetComponent<Rigidbody> ();
        if (!isLocalPlayer) {
            _rigidbody.isKinematic = true;
        }
    }

    void Update () {
        TransmitPosition ();
        TransmitRotation ();
        LerpPosition ();
        LerpQuaternion ();
    }

    void LerpPosition () {
        if (!isLocalPlayer) {
            _rigidbody.MovePosition (_requestedPos);
        }
    }

    void LerpQuaternion () {
        if (!isLocalPlayer && _requstedRot.w != 0) {
            _rigidbody.MoveRotation (_requstedRot);
        }
    }

    [Command]
    void CmdUpdateTransformPosition (Vector3 pos) {
        Debug.Log ("CmdUpdateTransformPosition: For " + gameObject.name + " to " + pos);
        _requestedPos = pos;
    }

    [Command]
    void CmdUpdateTransformRotation (Quaternion rot) {
        Debug.Log ("CmdUpdateTransformRotation: For " + gameObject.name + " to " + rot);
        _requstedRot = rot;
    }

    [Client]
    void TransmitPosition () {
        if (isLocalPlayer && Vector3.Distance (_rigidbody.position, _lastPos) > positionThreshold) {
            Debug.Log ("TransmitPosition: For " + gameObject.name + " to " + _rigidbody.position);
            CmdUpdateTransformPosition (_rigidbody.position);
            _lastPos = _rigidbody.position;
        }
    }

    [Client]
    void TransmitRotation () {
        if (isLocalPlayer && Quaternion.Angle (_rigidbody.rotation, _lastRot) > rotationThreshold) {
            Debug.Log ("TransmitRotation: For " + gameObject.name + " to " + _rigidbody.rotation);
            CmdUpdateTransformRotation (_rigidbody.rotation);
            _lastRot = _rigidbody.rotation;
        }
    }
}

这个想法是我应该能够将这个脚本扔到任何带有 a 的对象上,Rigidbody并且它应该通过网络自动同步,本地播放器是源。

为什么它在远程连接上我没有在主机上看到同步对象我看到它们都正确?

4

1 回答 1

0

我不知道这是否会对您有所帮助,但这里有两个用于位置和旋转同步的脚本,我正在使用它对我有用。也许不是最优化的,但它们可以工作:

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class Player_SyncPosition : NetworkBehaviour {

private Transform myTransform;
[SerializeField] float lerpRate = 15;
[SyncVar] private Vector3 syncPos;

private Vector3 lastPos;
private float threshold = 0.5f;

void Start () {
    myTransform = GetComponent<Transform> ();
}


void FixedUpdate () {
    TransmitPosition ();
    LerpPosition ();
}

void LerpPosition () {
    if (!isLocalPlayer) {
        myTransform.position = Vector3.Lerp (myTransform.position, syncPos, Time.deltaTime * lerpRate);
    }
}

[Command]
void Cmd_ProvidePositionToServer (Vector3 pos) {
    syncPos = pos;
}

[ClientCallback]
void TransmitPosition () {
    if (isLocalPlayer && Vector3.Distance(myTransform.position, lastPos) > threshold) {
        Cmd_ProvidePositionToServer (myTransform.position);
        lastPos = myTransform.position;
    }
}
}

回转:

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class Player_SyncRotation : NetworkBehaviour {

private Transform myTransform;

// Object rotation vars
[SyncVar] private Quaternion syncObjectRotation;
public float rotationLerpRate = 15;

private Quaternion lastRot;
private float threshold = 5f;


private void Start() {
    myTransform = GetComponent<Transform> ();
}

private void FixedUpdate () {
    LerpRotation ();
    TransmitRotation (); 
}

private void LerpRotation() {

    if (!isLocalPlayer) {
        myTransform.rotation = Quaternion.Lerp (myTransform.rotation, syncObjectRotation, Time.deltaTime * rotationLerpRate);
    }

}

[Command]
private void Cmd_ProvideRotationToServer (Quaternion objectRotation) {
    syncObjectRotation = objectRotation;
}

[ClientCallback]
private void TransmitRotation() { // Send rotation to server
    if (isLocalPlayer && Quaternion.Angle(myTransform.rotation, lastRot) > threshold) {
        Cmd_ProvideRotationToServer (myTransform.rotation);
        lastRot = myTransform.rotation;
    }
}

}
于 2016-03-20T15:03:32.227 回答