public static void SendWriterToReady(GameObject contextObj, NetworkWriter writer, int channelId) { if (writer.AsArraySegment().Count > (int) short.MaxValue) throw new UnityException("NetworkWriter used buffer is too big!"); NetworkServer.SendBytesToReady(contextObj, writer.AsArraySegment().Array, writer.AsArraySegment().Count, channelId); }
public bool SendWriter(NetworkWriter writer) { return(SendBytes(writer.AsArraySegment().Array, writer.AsArraySegment().Count)); }
public bool SendWriter(NetworkWriter writer) { return this.SendBytes(writer.AsArraySegment().Array, writer.AsArraySegment().Count); }