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Question by Leoo · Aug 30, 2015 at 04:22 PM · networkingserializationmessage

[Unet] How to Use SendBytesToPlayer?

Hey guys!

Trying to use the SendBytesToPlayer() to send a serialized class to a specific player, but i dont get how to trigger a function on the other side to receive the data? can't see any example on the unity manual so i came here!

Need this:

  1. Choose a destination player/connection

  2. Choose an specific Network Channel Id

Am trying something like this, but idk what to do next?

     public void SendSocketMessage(GameObject playerObj) {
 
         CubeListMessage msg = new CubeListMessage();
         msg.resourcePosition = resourcePosition;
         msg.resourceRotation = resourceRotation;
         msg.resourceType = resourceType;
         msg.resourceColor = resourceColor;
         msg.resourceColor2 = resourceColor2;
         msg.resourceColor3 = resourceColor3;
 
         byte error;
         byte[] buffer = new byte[1024];
         Stream stream = new MemoryStream(buffer);
         BinaryFormatter formatter = new BinaryFormatter();
         formatter.Serialize(stream, msg);
         
         int bufferSize = 1024;
         NetworkServer.SendBytesToPlayer(playerObj,buffer, bufferSize, 1);
 
     }




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Answer by seanr · Aug 31, 2015 at 01:14 PM

Use a network message instead:

http://docs.unity3d.com/Manual/UNetMessages.html

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avatar image Leoo · Aug 31, 2015 at 01:27 PM 0
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I need to send a message that have these conditions: specific player or a connection to send to & specific CHANNEL ID, can you give me an example that have those?

avatar image seanr · Aug 31, 2015 at 01:28 PM 0
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gameObject.GetComponent< NetworkIdentity>().connectionToClient.SendByChannel()

avatar image Leoo · Aug 31, 2015 at 01:35 PM 0
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Good, if it is not aloot to ask, could you make a simple example sending and receiving that message, on your /\ Answer so i can accept it? Thanks!

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