SNetworking

Index

Functions Index

Properties Index

Functions

SendEvent

void SendEvent (string eventName)

Send a networking event event that will be received by other components in the scene with the same network name.

Space.Host.ExecutingObject.Networking.SendEvent("Light On")

ReceiveEvent

void ReceiveEvent (string eventName)

Invoke an event on the networking component. Normally not necessary to do manually, as this happens automatically when receiving a matching event over the network, but may be useful to initialize a state.

Space.Host.ExecutingObject.Networking.ReceiveEvent("Light On")

Properties

Enabled

bool Enabled get set

Whether the simple networking component is Enabled or not

Space.Host.ExecutingObject.Networking.Enabled = true

Instanced

bool Instanced get

Returns whether this networking component is instanced or not.

isInstanced = Space.Host.ExecutingObject.Networking.Instanced

NetworkName

string NetworkName get set

Returns or sets the name of the network. Network name must be at least 20 characters long without trailing or leading spaces.

Space.Host.ExecutingObject.Networking.NetworkName = "Example Network Name 1"

Ready

bool Ready get

Return whether the networking component is ready to send or not (is initialized).

isReady = Space.Host.ExecutingObject.Networking.Ready

EventCount

int EventCount get

Return the number of events this component is waiting to receive.

count = Space.Host.ExecutingObject.Networking.EventCount

EventNames

string[] EventNames get

Return a list of names of events that this component will receive.

tableOfNames = Space.Host.ExecutingObject.Networking.EventNames

GameObject

SGameObject GameObject get

Property Description

theGameObject = Space.Host.ExecutingObject.Networking.GameObject

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