



Virtual structure representation is also displayed for wireless systems (Cisco, Aruba/Alcatel-Lucent and Fortinet). NetworkView generates views of both logical and physical network structure. NetworkView uses multiple methods such as ICMP, MDNS, SSDP, DNS, NetBIOS, SNMP MIB-2, Bridge MIB, LLDP and CPD to discover and monitor devices and generates graphical representation of your network. Version 3 adds functionalities oriented to network management tasks. With NetworkView you can get a quick overview of your network, whether it is a small office or a corporate network. More.NetworkView is a network visualization tool that aims to provide a simple interface for the complex function involved in the discovery and monitoring of multi-vendor IP networks. This property is only here to notify developers when they use the outdated value. Properties inherited from Photon.MonoBehaviourĪ cached reference to a PhotonView on this GameObject. True if the PhotonView is "mine" and can be controlled by this client. Objects in the scene don't have an owner. The owner of a PhotonView is the player who created the GameObject with that view. It doesn't matter if the NetworkView is being used for something else or just for the RPC function. A NetworkView must be attached to the GameObject where the RPC function is being called. The called function must have the RPC tag set ( RPC for C Sharp code). True if the PhotonView was loaded with the scene (game object) or instantiated with InstantiateSceneObject. networkView.isMine ) return // if space key is pressed, call RPC for everybody if( Input.GetKeyDown( Ke圜ode.Space ) ) networkView.RPC( testRPC, RPCMode. Call a RPC function on all connected peers. Identifies it in a networked game (per room). This is the instantiationData that was passed when calling PhotonNetwork.Instantiate* (if that was used to spawn this prefab) More. The current master ID so that we can compare when we receive OnMasterClientSwitched() callback It's public so that we can check it during ownerId assignments in networkPeer script TODO: Maybe we can have the networkPeer always aware of the previous MasterClient? More. OwnershipTransfer = OwnershipOption.Fixedĭefines if ownership of this PhotonView is fixed, can be requested or simply taken. OnSerializeRigidBodyOption = OnSerializeRigidBody.All OnSerializeTransformOption = OnSerializeTransform.PositionAndRotation Used for checking when joining late if event with mismatched owner and sender needs addressing. RpcSecure (string methodName, PhotonPlayer targetPlayer, bool encrypt, params object parameters)įlag to check if ownership of this photonView was set during the lifecycle. RPC (string methodName, PhotonPlayer targetPlayer, params object parameters) RpcSecure (string methodName, PhotonTargets target, bool encrypt, params object parameters) RPC (string methodName, PhotonTargets target, params object parameters)Ĭall a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). SerializeView ( PhotonStream stream, PhotonMessageInfo info)ĭeserializeView ( PhotonStream stream, PhotonMessageInfo info)Ĭan be used to refesh the list of MonoBehaviours on this GameObject while PhotonNetwork.UseRpcMonoBehaviourCache is true. OnMasterClientSwitched ( PhotonPlayer newMasterClient)Ĭheck ownerId assignment for sceneObjects to keep being owned by the MasterClient. Transfers the ownership of this PhotonView (and GameObject) to another player. TransferOwnership ( PhotonPlayer newOwner) Use it like a NetworkView.ĭepending on the PhotonView's ownershipTransfer setting, any client can request to become owner of the PhotonView. PUN's NetworkView replacement class for networking.
