EditorConnection
Handles the connection from the Editor to the Player.
Read time 5 minutesLast updated 7 days ago
Definition
- Type: Class
- Namespace: UnityEditor.Networking.PlayerConnection
- Assembly: UnityEditor.CoreModule
- Inherits from: ScriptableSingleton<EditorConnection>
public class EditorConnection : ScriptableSingleton<EditorConnection>
Remarks
Sets up events for connecting to and sending data to the Player.
This is a singleton class and can be accessed using instance.
This can only be used in a class that inherits from MonoBehaviour, Object or ScriptableObject.
Set the "Autoconnect Profiler" in the Build Settings or build the Player through code with the BuildPipeline using build options: BuildOptions.ConnectToHost and BuildOptions.Development to initialize the connection.
The Player ID is used to tell multiple connected Players apart. By default, data is sent to all Players. A connected Player's ID is not guaranteed to be the same the next time it connects.
Examples
using System;using UnityEngine;using UnityEditor;using System.Text;using UnityEditor.Networking.PlayerConnection;using UnityEngine.Networking.PlayerConnection;public class EditorConnectionExample : EditorWindow{ public static readonly Guid kMsgSendEditorToPlayer = new Guid("EXAMPLEGUID"); public static readonly Guid kMsgSendPlayerToEditor = new Guid("EXAMPLEGUID"); [MenuItem("Test/EditorConnectionExample")] static void Init() { EditorConnectionExample window = (EditorConnectionExample)EditorWindow.GetWindow(typeof(EditorConnectionExample)); window.Show(); window.titleContent = new GUIContent("EditorConnectionExample"); } void OnEnable() { EditorConnection.instance.Initialize(); EditorConnection.instance.Register(kMsgSendPlayerToEditor, OnMessageEvent); } void OnDisable() { EditorConnection.instance.Unregister(kMsgSendPlayerToEditor, OnMessageEvent); EditorConnection.instance.DisconnectAll(); } private void OnMessageEvent(MessageEventArgs args) { var text = Encoding.ASCII.GetString(args.data); Debug.Log("Message from player: " + text); } void OnGUI() { var playerCount = EditorConnection.instance.ConnectedPlayers.Count; StringBuilder builder = new StringBuilder(); builder.AppendLine(string.Format("{0} players connected.", playerCount)); int i = 0; foreach (var p in EditorConnection.instance.ConnectedPlayers) { builder.AppendLine(string.Format("[{0}] - {1} {2}", i++, p.name, p.playerId)); } EditorGUILayout.HelpBox(builder.ToString(), MessageType.Info); if (GUILayout.Button("Send message to player")) { EditorConnection.instance.Send(kMsgSendEditorToPlayer, Encoding.ASCII.GetBytes("Hello from Editor")); } }}
Properties
Property | Description |
|---|---|
| ConnectedPlayers | A list of the connected Players. |
Methods
Method | Description |
|---|---|
| DisconnectAll | Disconnects all of the active connections between the Editor and the Players. |
| Initialize | Initializes the EditorConnection. |
| Register | Registers a callback on a certain message ID. |
| RegisterConnection | Registers a callback, executed when a new Player connects to the Editor. |
| RegisterDisconnection | Registers a callback on a Player when that Player disconnects. |
| Send | Sends data to the connected Players. |
| TrySend | Attempts to send data from the Editor to the connected Players. |
| Unregister | Deregisters a registered callback. |
| UnregisterConnection | Unregisters the connection callback. |
| UnregisterDisconnection | Unregisters the disconnection callback. |
Inheritance
Operators
Operator | Description |
|---|---|
| operator == | Compares two object references to see if they refer to the same object. |
| bool | Determines whether the object exists. |
| operator != | Compares if two objects refer to a different object. |