C# 클래스 NetworkDiscoveryWithAnchors

Inherits from UNet's NetworkDiscovery script. Adds automatic anchor management on discovery. If the script detects that it should be the server then the script starts the anchor creation and export process. If the script detects that it should be a client then the script kicks off the anchor ingestion process.
상속: NetworkDiscovery
파일 보기 프로젝트 열기: Microsoft/HoloToolkit-Unity 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
BroadcastInterval int

공개 메소드들

메소드 설명
OnReceivedBroadcast ( string fromAddress, string data ) : void

Called by UnityEngine when a broadcast is received.

비공개 메소드들

메소드 설명
CheckComponents ( ) : bool

Sanity checks that our scene has everything we need to proceed.

MaybeInitAsServer ( ) : void

If we haven't received a broadcast by the time this gets called we will start broadcasting and start creating an anchor.

Start ( ) : void

메소드 상세

OnReceivedBroadcast() 공개 메소드

Called by UnityEngine when a broadcast is received.
public OnReceivedBroadcast ( string fromAddress, string data ) : void
fromAddress string When the broadcast came from
data string The data in the broad cast. Not currently used, but could /// be used for differntiating rooms or similar.
리턴 void

프로퍼티 상세

BroadcastInterval 공개적으로 프로퍼티

Controls how often a broadcast should be sent to clients looking to join our session.
public int BroadcastInterval
리턴 int