Reduce Network Views - Technical Specification

Network Views:

  1. Transformation: This is to sync the Position, Rotation, Velocity, and Angular Velocity from the server to all the clients.
  2. Animation: This is to sync the current animation from the server to all the clients.
  3. Player Information: This is to sync the Player Name, Current HP, Experience, Jump Speed, Run Speed, Attack Speed, Current Spell, Selected Target and Equipment [Head, Neck, Shoulder L, Shoulder R, Chest, Belt, Legs, and Boots].

 

Lookups:

  1. Armour/Weapons: Loaded from Assets/Resources/Armour or Assets/Resources/Weapons by ID. This id is made up of [slot number] [Prefab Name (number)]. E.g. 520 == Chest_Prefab20 (Red Chest plate of Doom). 
  2. Spells: Loaded from Assets/Resources/Spells by ID. This id is the [Prefab Name (number)]. E.g. 33 == Prefab 33 (Fireball).
  3. Level: from Assets/Resources/Levels by ID. This id is the [Prefab Name (number)]. E.g. 6 == Prefab 6 (Twin Towers).

 

Look up architecture:

 

Load Resource Code Examples:

 

  1. var HeadArmour : GameObject = Instantiate(Resources.Load("Armour/11"));

 

  1. var Spell : GameObject = Instantiate(Resources.Load("Spells/33"));

 

  1. var Level : GameObject = Instantiate(Resources.Load("Levels/6"));

 

Last edited Feb 9, 2011 at 11:51 PM by gigaflare, version 1