void RpcReceiveData(byte[] encodedData) { if (isLocalPlayer && !playLocally) { Debug.Log("OpusNetworked.RpcReceiveData: discard! " + encodedData.Length); return; } Debug.Log("OpusNetworked.RpcReceiveData: add to buffer " + encodedData.Length); // the data would need to be sent over the network, we just decode it now to test the result receiveBuffer.AddRange(decoder.DecodePacketFloat(encodedData)); }
void ReceiveEncodedData(byte[] encodedData) { receiveBuffer.AddRange(decoder.DecodePacketFloat(encodedData)); }
public float[] DecodeToFloat(byte[] buf) { return(decoder.DecodePacketFloat(buf)); }
public float[] DecodeToFloat(byte[] buf) { return(Error == null?decoder.DecodePacketFloat(buf) : EmptyBufferFloat); }