||unity-dev|| Diferences between invokeOnRomm andsetClientAttribute

Discussion list for Unity developers. unity-dev at moock.org
Fri Feb 23 02:39:44 CST 2007


Thanks a lot!!,

The explanation confirm our suspicions..

We have made 4/8 multiplayer games! :-) I can't put the url because the 
portal to wich it belongs is private and It's protected. Sorry :(, but no 
problem I think we are going to develop more multiplayer games...

We have understood a lot of things about Unity, and now is easier for us to 
develop with it, the power of RemoteClient, getRoomManager... :-)

Thanks again,

Marcos.

P.D. Another generic question is comming... ;-)

----- Original Message ----- 
From: "Discussion list for Unity developers." <unity-dev at moock.org>
To: <unity-dev at moock.org>
Sent: Thursday, February 22, 2007 8:07 AM
Subject: Re: ||unity-dev|| Diferences between invokeOnRomm 
andsetClientAttribute


>> We have made our first multiplayer game! yeap!!! :-)
> --
> congratulations! Do you have a URL?
>
>> All it's ok, but in some cases we think we are not using Unity correctly. 
>> We know Unity is based on a MVC Pattern, but in some situations we don't 
>> see clearly which is the model, the view or the controler (almost always 
>> in the client part). The most problematic to understand for us is the 
>> mission of the class that extends Uclient.
> --
> not all of uclient is mvc. the client-side room architecture is mostly
> mvc, with the URoom acting as the model and URoomView acting as the view
> (and often also the controller).
>
> in complex applications, you're probably best off making UClient a
> simple proxy class that forwards work on to other classes (perhaps rooms).
>
> in very simple applications, you can theoretically just dump your logic
> and display code into UClient, but that is not a recommended practice.
>
>> What are the differences between invokeOnRoom and setClientAttribute? 
>> What are the situations to use one or another? What are the criterions to 
>> select invokeOnRoom or setClientAttribute?
> ==
> the invokeOn* methods are used to send individual commands to other
> clients. the set*Attribute methods are used to set enduring
> characteristics on clients and rooms. for example, to send a private
> chat message to a user, you would use invokeOnClient(). but to change a
> client's hair color, you'd use setClientAttribute().
>
>> An example:
>> I want to send a message to all clients connected. Each client have to 
>> detect this message, and processing it in his view (like a graphic chat). 
>> I think this example requires invokeOnRoom, but is possible to do it with 
>> setClientAttribute...
> --
> you should use invokeOnRoom() unless you want to retain the information
> so that other clients automatically see it when they connect.
>
> think of the invokeOn* methods as methods and the set*Attribute methods
> as variables.
>
> colin
> --
> you're a unity-dev subscriber. to unsubscribe, visit 
> www.moock.org/mailman/listinfo/unity-dev/
>
> superb hosting for this list and moock.org is generously provided by 
> Rackspace. See: http://www.rackspace.com/?supbid=moock
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.441 / Virus Database: 268.18.3/696 - Release Date: 21/02/2007 
> 15:19
> 



More information about the unity-dev mailing list