网络播放器错误UNITY

时间:2018-05-15 13:34:51

标签: unity3d 2d unityscript

你好我有一个产卵问题,当我启动谷歌服务实时时,两个玩家都滞后,一个玩家被撞到地面对撞机。这是动画:

Animation

这是我从客户端发送的脚本:

void Update()
{

    if (player == PlayerOne) {       
    string PlayerOneData = "PlayerOne" + ":" + player.transform.position.x + ":" + player.transform.position.y;
    byte[] PlayerOneDataArr = System.Text.ASCIIEncoding.Default.GetBytes(PlayerOneData);
    PlayGamesPlatform.Instance.RealTime.SendMessageToAll(false, PlayerOneDataArr);
    // Camera.main.GetComponent<CameraFollow>().setTarget(PlayerOne.transform);
    textik.text = "PlayerOne upload " + PlayerOneData;
        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Stationary)
        {
            Vector2 touchPosition = Input.GetTouch(0).position;
            double halfScreen = Screen.width / 2.0;
            if (touchPosition.x < halfScreen)
            {
                player.transform.Translate(Vector3.left * 10 * Time.deltaTime);
            }
            else if (touchPosition.x > halfScreen)
            {
                player.transform.Translate(Vector3.right * 10 * Time.deltaTime);
            }

        }
    }
    else if (player == PlayerTwo)
    {
        string PlayerTwoData = "PlayerTwo" + ":" + player.transform.position.x + ":" + player.transform.position.y;
        byte[] PlayerTwoDataArr = System.Text.ASCIIEncoding.Default.GetBytes(PlayerTwoData);
        PlayGamesPlatform.Instance.RealTime.SendMessageToAll(false, PlayerTwoDataArr);
        //Camera.main.GetComponent<CameraFollow>().setTarget(PlayerTwo.transform);
        textik.text = "PlayerTwo upload" + PlayerTwoData;
        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Stationary)
        {
            Vector2 touchPosition = Input.GetTouch(0).position;
            double halfScreen = Screen.width / 2.0;

            //Check if it is left or right?
            if (touchPosition.x < halfScreen)
            {
                player.transform.Translate(Vector3.left * 10 * Time.deltaTime);
            }
            else if (touchPosition.x > halfScreen)
            {
                player.transform.Translate(Vector3.right * 10 * Time.deltaTime);
            }

        }
    }
}

这是我的接收功能:

public void OnRealTimeMessageReceived(bool IsReliable, string SenderId, byte[] data)
{

    string position = System.Text.Encoding.Default.GetString(data);
    string[] raw = position.Split(new string[] { ":" }, System.StringSplitOptions.RemoveEmptyEntries);
    if (!IsReliable)
    {
        if (raw[0] == "PlayerOne")
        {
            PlayerOne.transform.position = new Vector2(System.Convert.ToSingle(raw[1]), System.Convert.ToSingle(raw[2]));
            textik2.text = "PlayerOne PRIJAL " + position;
        }
        if (raw[0] == "PlayerTwo")
        {
            PlayerTwo.transform.position=new Vector2(System.Convert.ToSingle(raw[1]), System.Convert.ToSingle(raw[2]));
            textik2.text = "PlayerTWO prijal " + position;
        }
    }
}

我的预制件是:

Prefab Screen

感谢任何想法或任何帮助

1 个答案:

答案 0 :(得分:0)

您多久发送一次数据?确保你不经常发送。确保在传输的位置之间进行插值。

我可以推荐Unitys基本网络示例:

https://unity3d.com/de/learn/tutorials/topics/multiplayer-networking/network-manager?playlist=29690

你可以在10分钟内完成它。无需服务器