Fixes a timing bug with ANR intervals where a check on monitorThreadLag was setting the start time to be in the beginning of an ANR interval.Fix first activity repeated in the timeline.Improvements in how data is collected after session ends, to avoid extending the app process duration.Fix an error from 5.15.1 around identifying users.Deprecated the current logPushNotification method and introduced a new one that fix compatibility issues.Added the name and message of the Exception if it is used on logError or logHandledException methods.Improvements on our CPU usage and data consumption of our delivery layer.This handles build issues caused by 3rd party plugins that minify classes during the build phase. The encoding for extracted file names is enabled for builds that use Android Gradle Plugin 4.2.1 and below.Core Web vitals caputure from web views.Fixed a build time error at build time for versions 5.17.1 and 5.18.0 in some specific scenarios and related with 3:okhttp and :volley dependencies.Fixed a build time error related to disableDependencyInjection property.Whether this object belongs to the player. Object's unique identifier (Static object IDs range 1 to 32767. This is useful if you want parts of the object to remain behind (such as buggy Unity 4 cloth). This delegate is guaranteed to be called before OnDestroy() notifications get sent out. If you want to know when this object is getting destroyed, subscribe to this delegate. When set to 'true', it will cause the list of remote function calls to be rebuilt next time they're needed. ID of the channel this TNObject belongs to. More.įindAndExecute (int channelID, uint objID, string funcName, params object parameters)ĭecodeUID (uint uid, out uint objID, out byte rfcID)ĭecode object ID and RFC IDs encoded in a single UINT. It's unlikely that you will need to call this function yourself. More.įindAndExecute (int channelID, uint objID, byte funcID, params object parameters) Retrieve the Tasharen Network Object by ID. Only the object's owner can perform this action. Remove a previously saved remote function call. More.īroadcastToLAN (int port, string rfcName, params object objs) SendQuickly (string rfcName, Player target, params object objs)īroadcastToLAN (int port, byte rfcID, params object objs) SendQuickly (byte rfcID, Player target, params object objs) SendQuickly (string rfcName, Target target, params object objs) Send a remote function call via UDP (if possible). SendQuickly (byte rfcID, Target target, params object objs) Send (string rfcName, int playerID, params object objs) Send (byte rfcID, int playerID, params object objs) Send (string rfcName, Player target, params object objs) Send (byte rfcID, Player target, params object objs) Send (string rfcName, string targetName, params object objs) Send (string rfcName, Target target, params object objs) Note that you should not use this version of the function if you care about performance (as it's much slower than others), or if players can have duplicate names, as only one of them will actually receive this message. Send (byte rfcID, string targetName, params object objs) Send (byte rfcID, Target target, params object objs) Invoke the function specified by the function name. More.Įxecute (string funcName, params object parameters) More.Įxecute (byte funcID, params object parameters) Register the network object with the lists. More.ĭestroySelf (float delay, bool onlyIfOwner=true) Destroy this game object on all connected clients and remove it from the server.
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