InstantiateSceneObject









How do I use Instantiate Scene Object
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: Demo2DJumpAndRun.cs Copy
6     void OnJoinedRoom()
7     {
8         if( PhotonNetwork.isMasterClient == false )
9         {
10             return;
11         }
12
13         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 5.5f, 0 ), Quaternion.identity, 0, null );
14         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 4.5f, 0 ), Quaternion.identity, 0, null );
15         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( -4.5f, 3.5f, 0 ), Quaternion.identity, 0, null );
16
17         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 5.5f, 0 ), Quaternion.identity, 0, null );
18         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 4.5f, 0 ), Quaternion.identity, 0, null );
19         PhotonNetwork.InstantiateSceneObject( "Physics Box", new Vector3( 4.5f, 3.5f, 0 ), Quaternion.identity, 0, null );
20     }
File name: InstantiateCube.cs Copy
12     void OnClick()
13     {
14         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
15         {
16             // only use PhotonNetwork.Instantiate while in a room.
17             return;
18         }
19
20         switch (InstantiateType)
21         {
22             case 0:
23                 PhotonNetwork.Instantiate(Prefab.name, this.transform.position + 3*Vector3.up, Quaternion.identity, 0);
24                 break;
25             case 1:
26                 PhotonNetwork.InstantiateSceneObject(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0, null);
27                 break;
28         }
29     }
File name: OnJoinInstantiate.cs Copy
13     public void OnJoinedRoom()
14     {
15         Vector3 pos = Vector3.zero;
16         pos.x += PhotonNetwork.player.ID;
17
18         if (!InstantiateSceneObjects)
19         {
20
21              newObj = PhotonNetwork.Instantiate(ObjectToInstantiate.name, pos, Quaternion.identity, 0, null);
22
23
24             // anything you do with newObj locally is not reflected on the other clients.
25             // you can add a script to the Prefab to do some instantiation in Awake() and you can call RPCs on newObj now.
26         }
27         else
28         {
29             newObj = PhotonNetwork.InstantiateSceneObject(ObjectToInstantiate.name, pos, Quaternion.identity, 0, null);
30             //PhotonView pv = newObj.GetComponent() as PhotonView;
31             //Debug.Log(pv.ownerId + " " + pv.viewID);
32         }
33     }
File name: PhotonNetwork.cs Copy
2150     public static GameObject InstantiateSceneObject(string prefabName, Vector3 position, Quaternion rotation, int group, object[] data)
2151     {
2152         if (!connected || (InstantiateInRoomOnly && !inRoom))
2153         {
2154             Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Client should be in a room. Current connectionStateDetailed: " + PhotonNetwork.connectionStateDetailed);
2155             return null;
2156         }
2157
2158         if (!isMasterClient)
2159         {
2160             Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Client is not the MasterClient in this room.");
2161             return null;
2162         }
2163
2164         GameObject prefabGo;
2165         if (!UsePrefabCache || !PrefabCache.TryGetValue(prefabName, out prefabGo))
2166         {
2167             prefabGo = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2168             if (UsePrefabCache)
2169             {
2170                 PrefabCache.Add(prefabName, prefabGo);
2171             }
2172         }
2173
2174         if (prefabGo == null)
2175         {
2176             Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Verify the Prefab is in a Resources folder (and not in a subfolder)");
2177             return null;
2178         }
2179
2180         // a scene object instantiated with network visibility has to contain a PhotonView
2181         if (prefabGo.GetComponent() == null)
2182         {
2183             Debug.LogError("Failed to InstantiateSceneObject prefab:" + prefabName + ". Prefab must have a PhotonView component.");
2184             return null;
2185         }
2186
2187         Component[] views = (Component[])prefabGo.GetPhotonViewsInChildren();
2188         int[] viewIDs = AllocateSceneViewIDs(views.Length);
2189
2190         if (viewIDs == null)
2191         {
2192             Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". No ViewIDs are free to use. Max is: " + MAX_VIEW_IDS);
2193             return null;
2194         }
2195
2196         // Send to others, create info
2197         Hashtable instantiateEvent = networkingPeer.SendInstantiate(prefabName, position, rotation, group, viewIDs, data, true);
2198
2199         // Instantiate the GO locally (but the same way as if it was done via event). This will also cache the instantiationId
2200         return networkingPeer.DoInstantiate(instantiateEvent, networkingPeer.mLocalActor, prefabGo);
2201     }
File name: OnClickInstantiate.cs Copy
12     void OnClick()
13     {
14         if (PhotonNetwork.connectionStateDetailed != PeerState.Joined)
15         {
16             // only use PhotonNetwork.Instantiate while in a room.
17             return;
18         }
19
20         switch (InstantiateType)
21         {
22             case 0:
23                 PhotonNetwork.Instantiate(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0);
24                 break;
25             case 1:
26                 PhotonNetwork.InstantiateSceneObject(Prefab.name, InputToEvent.inputHitPos + new Vector3(0, 5f, 0), Quaternion.identity, 0, null);
27                 break;
28         }
29     }

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