void Update() { if (doraemon != null) { doraemon.ProcessEvents(); } }
void FixedUpdate() { if (sfs != null) { sfs.ProcessEvents(); // If we spawned a local player, send position if movement is dirty /* * NOTE: We have commented the UserVariable relative to the Y Axis because in this example the Y position is fixed (Y = 1.0). * In case your game allows moving on all axis you should transmit all positions. * * On the server side the UserVariable event is captured and the coordinates are also passed to the MMOApi.SetUserPosition(...) method to update our position in the Room's map. * This in turn will keep us in synch with all the other players within our Area of Interest (AoI). */ if (localPlayer != null && localPlayerController != null && localPlayerController.MovementDirty) { /* * TODO * List<UserVariable> userVariables = new List<UserVariable>(); * userVariables.Add(new SFSUserVariable("x", (double)localPlayer.transform.position.x)); * //userVariables.Add(new SFSUserVariable("y", (double)localPlayer.transform.position.y)); * userVariables.Add(new SFSUserVariable("z", (double)localPlayer.transform.position.z)); * userVariables.Add(new SFSUserVariable("rot", (double)localPlayer.transform.rotation.eulerAngles.y)); * sfs.Send(new SetUserVariablesRequest(userVariables)); * localPlayerController.MovementDirty = false; */ } } }