Hello!
In the Real-Time Services Tutorial at the Understanding GameSparks Real-Time it is mentioned that a packet could be sent directly to the server:
Clients can also send the packets directly to the server for it to be processed through Cloud Code.
In the other tutrial I found this:
// send the RTData with op-cdoe '120' and to all players.
gameSparksRTUnity.SendData (120, GameSparksRT.DeliveryIntent.RELIABLE, data);
// send the RTData with op-code '121' to only players 1 and 2
gameSparksRTUnity.SendData (121, GameSparksRT.DeliveryIntent.RELIABLE, data, new int[]{ 1, 2 });
How do I adress the server, so other clients will not get the packet automatically?
Thanks and Regads,
David.
Hi David,
You can send a packet directly and only to the server like so.
gameSparksRTUnity.SendData (121, GameSparksRT.DeliveryIntent.RELIABLE, data, new int[]{ 0 });
Hope this helps,
- Steve
David Szatmari
Hello!
In the Real-Time Services Tutorial at the Understanding GameSparks Real-Time it is mentioned that a packet could be sent directly to the server:
Clients can also send the packets directly to the server for it to be processed through Cloud Code.
In the other tutrial I found this:
// send the RTData with op-cdoe '120' and to all players.
gameSparksRTUnity.SendData (120, GameSparksRT.DeliveryIntent.RELIABLE, data);
// send the RTData with op-code '121' to only players 1 and 2
gameSparksRTUnity.SendData (121, GameSparksRT.DeliveryIntent.RELIABLE, data, new int[]{ 1, 2 });
How do I adress the server, so other clients will not get the packet automatically?
Thanks and Regads,
David.
Hi David,
You can send a packet directly and only to the server like so.
gameSparksRTUnity.SendData (121, GameSparksRT.DeliveryIntent.RELIABLE, data, new int[]{ 0 });
Hope this helps,
- Steve
Customer Support
Hi David,
You can send a packet directly and only to the server like so.
gameSparksRTUnity.SendData (121, GameSparksRT.DeliveryIntent.RELIABLE, data, new int[]{ 0 });
Hope this helps,
- Steve
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