我'm playing around with Unity 5'的网络HLAPI . I don't want to use the NetworkManager ,因为我没有't want to pay for Unity'的多人游戏服务(Matchmaker和Relay服务器) .
当客户端连接到服务器时,我正在尝试在客户端上生成播放器 . 我可以让客户端正确连接到服务器,但是客户端上的产生失败,并出现以下错误:
Failed to spawn server object, assetId=b861a662c70615a40971e7bab10e4e14 netId=1
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
请注意,在服务器上,播放器对象正确生成 .
Minimal repro:
我在Unity 2D项目中,并将以下脚本附加到我的主摄像头:
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对象是一个简单的精灵,我已经使用NetworkIdentity组件(see my Prefab in the Inspector)制作了预制件 . 我的Player Prefab位于Resources文件夹中,因此我可以从代码(see my Prefab in the Project View)轻松加载它 .
我启动游戏的后台实例(使用Ctrl B)并将其作为服务器启动,然后单击Unity Editor中的“播放”按钮并将该实例作为客户端启动 . 然后Unity报告我之前提到的错误 .
有谁知道我可能做错了什么?