我对Unity不太熟悉,目前正在尝试在Hololens上构建多用户应用程序。目前,我只是想让两个Hololens使用Unet通过LAN连接。当我使用Hololens之一托管服务器时,我的笔记本电脑可以在Unity编辑器的播放模式下连接到该服务器。但是,当我尝试使用其他Hololens连接到它时,它不起作用,我不确定为什么。还有其他人有这个问题吗?如果是这样,您该如何解决?
谢谢。
编辑:一些代码
这是网络管理员的代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using System;
public class NetworkManager_Custom : NetworkManager
{
public void StartupHost()
{
setPort();
NetworkManager.singleton.StartHost();
}
public void JoinGame()
{
SetIpAddress();
setPort();
NetworkManager.singleton.StartClient();
}
private void SetIpAddress()
{
string Address = "192.168.2.80";
NetworkManager.singleton.networkAddress = Address;
}
private void setPort()
{
NetworkManager.singleton.networkPort = 9001;
}
}
这是启动服务器按钮的代码
using HoloToolkit.Unity.InputModule;
using UnityEngine;
using UnityEngine.Networking;
public class ok : NetworkBehaviour, IFocusable, IInputClickHandler
{
bool hasFocus;
public NetworkManager_Custom manager;
public void OnFocusEnter()
{
hasFocus = true;
}
public void OnFocusExit()
{
hasFocus = false;
}
public void OnInputClicked(InputClickedEventData eventData)
{
manager.StartupHost();
}
}
这是将服务器作为客户端加入的代码
using HoloToolkit.Unity.InputModule;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.NetworkSystem;
public class aegf : NetworkBehaviour, IFocusable, IInputClickHandler
{
bool hasFocus;
public NetworkManager_Custom manager;
public void OnFocusEnter()
{
hasFocus = true;
}
public void OnFocusExit()
{
hasFocus = false;
}
public void OnInputClicked(InputClickedEventData eventData)
{
manager.JoinGame();
}
}
答案 0 :(得分:0)
值得再次检查您设置的功能。确保选择所有这三个:
参考:https://docs.microsoft.com/en-us/uwp/schemas/appxpackage/appxmanifestschema/element-capability