/* * This file is part of the Unity networking tutorial by M2H (http://www.M2H.nl) * The original author of this code Mike Hergaarden, even though some small parts * are copied from the Unity tutorials/manuals. * Feel free to use this code for your own projects, drop me a line if you made something exciting! */ #pragma strict function Update(){ if(Network.isServer){ //Only the server can move the cube! var moveDirection : Vector3 = new Vector3(-1*Input.GetAxis("Vertical"), 0,Input.GetAxis("Horizontal")); var speed : float = 5; transform.Translate(speed * moveDirection * Time.deltaTime); } } function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) { if (stream.isWriting){ //Executed on the owner of the networkview; in this case the Server //The server sends it's position over the network var pos : Vector3 = transform.position; stream.Serialize(pos);//"Encode" it, and send it /* var jumpBoolean = Input.GetButton ("Jump"); stream.Serialize(jumpBoolean); */ }else{ //Executed on the others; in this case the Clients //The clients receive a position and set the object to it var posReceive : Vector3 = Vector3.zero; stream.Serialize(posReceive); //"Decode" it and receive it transform.position = posReceive; /* var jumpBoolean = false; stream.Serialize(jumpBoolean); if(jumpBoolean){ Debug.Log(We are jumping"); } */ } }