The list of channels belonging to the current configuration.
Note: any ConnectionConfig passed as a parameter to a function in Unity Multiplayer is deep copied (that is, an entirely new copy is made, with no references to the original).
using UnityEngine; using UnityEngine.Networking;
public class ExampleScript : NetworkBehaviour { void Start() { ConnectionConfig myConfig = new ConnectionConfig(); myConfig.AddChannel(QosType.Unreliable); myConfig.AddChannel(QosType.UnreliableFragmented); myConfig.AddChannel(QosType.UnreliableSequenced); myConfig.AddChannel(QosType.Reliable); myConfig.AddChannel(QosType.ReliableFragmented); myConfig.AddChannel(QosType.ReliableSequenced); myConfig.AddChannel(QosType.StateUpdate); myConfig.AddChannel(QosType.ReliableStateUpdate); myConfig.AddChannel(QosType.AllCostDelivery);
for (int i = 0; i < myConfig.ChannelCount; ++i) { Debug.Log("Channel: " + i + " has qos: " + myConfig.Channels[i].QOS); } } }
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