Broadcasting in networking systems (like PurrNet) allows you to easily send and receive data without requiring network identities. It can be useful in certain systems and situations, however, for most setups, it will be just as good and easier to work with RPC's.
In order to work with RPC's, you need 3 things:
Custom data structure to send
Subscribing to the broadcasting event
Sending the data
The client can only broadcast directly to the server, where as the server/host can broadcast to everyone.
A basic broadcasting setup will look something like this:
private void Start()
{
//We subscribe to receiving this type of data
InstanceHandler.NetworkManager.Subscribe<DataToSend>(OnReceiveData);
//Below is an example of how you can subscribe only as the server. False for client
//This can potentially give you some more control
//InstanceHandler.NetworkManager.Subscribe<DataToSend>(OnReceiveData, true);
}
private void OnDestroy()
{
//Remember to unsubscribe again to avoid possible errors and issues
InstanceHandler.NetworkManager.Unsubscribe<DataToSend>(OnReceiveData);
}
private void Update()
{
//Press the 1 key to send data
if (Input.GetKeyDown(KeyCode.Alpha1))
{
if (InstanceHandler.NetworkManager.isServer)
{
//If we are the server, we build the data and send it to every player
var data = new DataToSend()
{
intValue = 69,
boolValue = false
};
InstanceHandler.NetworkManager.SendToAll(data);
}
else
{
//If we are not the server, we send some data to the server
var data = new DataToSend()
{
intValue = 420,
boolValue = true
};
InstanceHandler.NetworkManager.SendToServer(data);
}
}
}
private void OnReceiveData(PlayerID player, DataToSend data, bool asserver)
{
//We've now received data
Debug.Log($"Received data from player {player}: {data.intValue}, {data.boolValue}");
}
//We need to know what data type we are sending around
private struct DataToSend : IPackedAuto
{
public int intValue;
public bool boolValue;
}