// Update is called once per frame void Update() { // if data should be communicated. if (dataComm) { // checks to update data bool sendData = false; if (useIntervals && intervalTimer != null) // using intervals { // checks to see if the interval has ended. intervalTimer.intervalLength = intervalLength; // updates to current interval length sendData = intervalTimer.IntervalEnded(); } else // not using intervals { sendData = true; } if (isMaster && server.server.IsRunning()) // this player is the server { // gets the data from the clients. ReceiveDataFromClients(); // sends the data from the clients. if (sendData) { SendDataToClients(); } } else if (!isMaster && client.client.IsRunning()) // this player is the client. { // sends the data to the server if (sendData) { SendDataToServer(); } // receives data from the server. ReceiveDataFromServer(); } } }