RaiseEventAll

Method

Raise a remote event to all actors connected to the current server. Note that this will also raise the event on the current actor, which triggers the onEvent callback.

Definition

void RaiseEventAll(byte eventID, params object[] args)
void RaiseEventAll(byte eventID, params object[] args)

Parameters

ParameterDescription
byte eventID
object[] args

Examples

const byte EVENT_ID = 8;// A byte unique to this event

void OnEnable()
{
// Register listener for incoming network events
SpatialBridge.networkingService.remoteEvents.onEvent += HandleEvent;
}

void OnDisable()
{
SpatialBridge.networkingService.remoteEvents.onEvent -= HandleEvent;
}

void HandleEvent(NetworkingRemoteEventArgs args)
{
// Parse all incoming network events. Check for the correct ID
if (args.eventID == EVENT_ID)
{
// Display the message
SpatialBridge.coreGUIService.DisplayToastMessage((string)args.eventArgs[0]);
}
}

public void SendEventToAllPlayers()
{
// Send a network event to all players
SpatialBridge.networkingService.remoteEvents.RaiseEventAll(EVENT_ID, "Greetings!");
}
const byte EVENT_ID = 8;// A byte unique to this event

void OnEnable()
{
// Register listener for incoming network events
SpatialBridge.networkingService.remoteEvents.onEvent += HandleEvent;
}

void OnDisable()
{
SpatialBridge.networkingService.remoteEvents.onEvent -= HandleEvent;
}

void HandleEvent(NetworkingRemoteEventArgs args)
{
// Parse all incoming network events. Check for the correct ID
if (args.eventID == EVENT_ID)
{
// Display the message
SpatialBridge.coreGUIService.DisplayToastMessage((string)args.eventArgs[0]);
}
}

public void SendEventToAllPlayers()
{
// Send a network event to all players
SpatialBridge.networkingService.remoteEvents.RaiseEventAll(EVENT_ID, "Greetings!");
}