Test de communication de paquets entre un client et un serveur
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class NetworkManager : MonoBehaviour
  5. {
  6. public static NetworkManager instance;
  7. public GameObject playerPrefab;
  8. private void Awake()
  9. {
  10. if (instance == null)
  11. {
  12. instance = this;
  13. }
  14. else if (instance != this)
  15. {
  16. Debug.Log("Instance already exists, destroying object !");
  17. Destroy(this);
  18. }
  19. }
  20. private void Start()
  21. {
  22. QualitySettings.vSyncCount = 0;
  23. Application.targetFrameRate = 30;
  24. Server.Start(10, 26950);
  25. }
  26. private void OnApplicationQuit()
  27. {
  28. Server.Stop();
  29. }
  30. public Player InstantiatePlayer()
  31. {
  32. return Instantiate(playerPrefab, new Vector3(0f, 0.5f, 0f), Quaternion.identity).GetComponent<Player>();
  33. }
  34. }