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文章目录
前言
Netcode for GameObjects 是 Unity 官方推出的一套用于开发多人网络游戏的框架,旨在简化基于 Unity 引擎的多人游戏开发流程。它允许开发者轻松地在多个客户端之间同步游戏对象(GameObject)的状态、处理网络通信以及管理玩家连接等核心功能,尤其适合中小型多人游戏项目。
链接: 官方地址
一、安装 Netcode for GameObjects
打开 Unity 项目(建议使用 Unity 2021.3 或更高版本)。
进入 Package Manager(Window → Package Manager)。
点击左上角 "+" 图标 → Add package by name...
输入包名 com.unity.netcode.gameobjects 并安装(确保勾选 "Enable Preview Packages" 以获取最新版本)。
直接搜索下载也可以。
二、做个小Dome
doem的内容就是:一个客户端随机移动圆球位置,其他客户端会同步显示变化。
1.NetcodeManageNet
创建一个场景,在场景创建一个空物体挂载NetcodeManage组件,并选择UnityTransport,选择后会自动挂载UnityTransport脚本
2.创建UI
创建4个按钮:,一个text和InputField 。并挂载脚本,如下图
3.创建预制体
创建一个圆球,挂载NetwrokObject和NetworkTransform
NetworkTransform 的pocition Rotation Scale全部勾选(多人同步:位置、旋转、大小)
NetworkManage 添加这个预制件,如下图
4.代码介绍
UI代码
csharp
using System.Net;
using System.Net.NetworkInformation;
using Unity.Netcode;
using Unity.Netcode.Samples;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.UI;
namespace Twq
{
public class UI_Init : MonoBehaviour
{
public Transform NetworkManager_;
public Text text_IP;
public Button HostBtn;
public Button ServerBtn;
public InputField inputField;
public Button ClientBtn;
public GameObject obj01;
public GameObject obj02;
public Button RandomBtn;
private void Awake()
{
text_IP.text = GetIP();
var networkManager = NetworkManager_.GetComponent<NetworkManager>();
UnityTransport unityTransport = networkManager.GetComponent<UnityTransport>();
//服务器地址填写:0.0.0.0 本地可连接,外网也可链接(放在云服务器上才行)
//其他客户端连接时 输入 服务器IP 即可
HostBtn.onClick.AddListener(() => {
unityTransport.SetConnectionData("0.0.0.0", 7777);
networkManager.StartHost();
obj01.SetActive(false);
obj02.SetActive(true);
});
ServerBtn.onClick.AddListener(() => {
unityTransport.SetConnectionData("0.0.0.0", 7777);
networkManager.StartServer();
obj01.SetActive(false);
});
ClientBtn.onClick.AddListener(() => {
if (inputField.text != null && inputField.text != "")
{
unityTransport.SetConnectionData(inputField.text, 7777);
networkManager.StartClient();
obj01.SetActive(false);
obj02.SetActive(true);
}
else
{
Debug.Log("请输入服务器的IP");
}
});
RandomBtn.onClick.AddListener(() => {
if (!networkManager.IsClient)
{
Debug.Log("没有 连上");
}
if (networkManager.LocalClient != null)
{
// Get `BootstrapPlayer` component from the player's `PlayerObject`
if (networkManager.LocalClient.PlayerObject.TryGetComponent(out BootstrapPlayer bootstrapPlayer))
{
// Invoke a `ServerRpc` from client-side to teleport player to a random position on the server-side
bootstrapPlayer.RandomTeleportServerRpc();
}
}
});
}
private string GetIP()
{
string ipv4 = "";
foreach (NetworkInterface item in NetworkInterface.GetAllNetworkInterfaces())
{
NetworkInterfaceType _type1 = NetworkInterfaceType.Wireless80211;
NetworkInterfaceType _type2 = NetworkInterfaceType.Ethernet;
if (item.NetworkInterfaceType == _type1 || item.NetworkInterfaceType == _type2 && item.OperationalStatus == OperationalStatus.Up)
{
foreach (UnicastIPAddressInformation ip in item.GetIPProperties().UnicastAddresses)
{
if (ip.Address.AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork)
{
ipv4 = ip.Address.ToString();
}
}
}
}
return ipv4;
}
}
}
随机位置代码
csharp
using UnityEngine;
namespace Unity.Netcode.Samples
{
/// <summary>
/// Component attached to the "Player Prefab" on the `NetworkManager`.
/// </summary>
public class BootstrapPlayer : NetworkBehaviour
{
/// <summary>
/// If this method is invoked on the client instance of this player, it will invoke a `ServerRpc` on the server-side.
/// If this method is invoked on the server instance of this player, it will teleport player to a random position.
/// </summary>
/// <remarks>
/// Since a `NetworkTransform` component is attached to this player, and the authority on that component is set to "Server",
/// this transform's position modification can only be performed on the server, where it will then be replicated down to all clients through `NetworkTransform`.
/// </remarks>
[ServerRpc]
public void RandomTeleportServerRpc()
{
var oldPosition = transform.position;
transform.position = GetRandomPositionOnXYPlane();
var newPosition = transform.position;
print($"{nameof(RandomTeleportServerRpc)}() -> {nameof(OwnerClientId)}: {OwnerClientId} --- {nameof(oldPosition)}: {oldPosition} --- {nameof(newPosition)}: {newPosition}");
}
private static Vector3 GetRandomPositionOnXYPlane()
{
return new Vector3(Random.Range(-3f, 3f), Random.Range(-3f, 3f), 0f);
}
}
}
总结
项目源码: 链接