我'm playing around with Unity 5'的網絡HLAPI . I don't want to use the NetworkManager ,因為我沒有't want to pay for Unity'的多人遊戲服務(Matchmaker和Relay伺服器) .
當用戶端連接配接到伺服器時,我正在嘗試在用戶端上生成播放器 . 我可以讓用戶端正确連接配接到伺服器,但是用戶端上的産生失敗,并出現以下錯誤:
Failed to spawn server object, assetId=b861a662c70615a40971e7bab10e4e14 netId=1
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
請注意,在伺服器上,播放器對象正确生成 .
Minimal repro:
我在Unity 2D項目中,并将以下腳本附加到我的主攝像頭:
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.NetworkSystem;
public class MenuMinimalRepro : MonoBehaviour
{
private NetworkClient networkClient;
void OnGUI()
{
if (this.networkClient != null && this.networkClient.isConnected)
{
GUI.Label(new Rect(100, 25, 150, 25), "Running as Client");
}
else if (NetworkServer.active)
{
GUI.Label(new Rect(100, 25, 150, 25), "Running as Server");
}
else
{
if (GUI.Button(new Rect(100, 25, 150, 25), "Start as Client"))
{
this.StartClient();
}
if (GUI.Button(new Rect(100, 50, 150, 25), "Start as Server"))
{
this.StartServer();
}
}
}
public void StartServer()
{
NetworkServer.Listen(54321);
NetworkServer.RegisterHandler(MsgType.AddPlayer, OnAddPlayerServer);
}
public void StartClient()
{
this.networkClient = new NetworkClient();
this.networkClient.RegisterHandler(MsgType.Connect, OnConnectedClient);
this.networkClient.Connect("localhost", 54321);
}
// Connected handler for the client side
public void OnConnectedClient(NetworkMessage netMsg)
{
ClientScene.AddPlayer(this.networkClient.connection, 0);
}
// AddPlayer handler for the server side
public void OnAddPlayerServer(NetworkMessage netMsg)
{
AddPlayerMessage msg = netMsg.ReadMessage();
GameObject newPlayer = (GameObject)Instantiate(Resources.Load("Prefabs/Player"));
NetworkServer.AddPlayerForConnection(netMsg.conn, newPlayer, msg.playerControllerId);
}
}
我的Player對象是一個簡單的精靈,我已經使用NetworkIdentity元件(see my Prefab in the Inspector)制作了預制件 . 我的Player Prefab位于Resources檔案夾中,是以我可以從代碼(see my Prefab in the Project View)輕松加載它 .
我啟動遊戲的背景執行個體(使用Ctrl B)并将其作為伺服器啟動,然後單擊Unity Editor中的“播放”按鈕并将該執行個體作為用戶端啟動 . 然後Unity報告我之前提到的錯誤 .
有誰知道我可能做錯了什麼?