嘿,我正在使用 unity3d 制作安卓游戏,我想通过我的笔记本电脑控制我的游戏(Windows 窗体应用程序)和一个用于 Unity 的应用程序,除了一个烦人的小错误外,一切正常。
错误: 我想当我按下 X 按钮将球体从 A 点移动到 B 点时,但是当发送“x”值时,它说:
INTERNAL_get_position 只能从主线程调用。 加载场景时,将从加载线程执行构造函数和字段初始化程序。 不要在构造函数或字段初始值设定项中使用此函数,而是将初始化代码移至 Awake 或 Start 函数。
当我关闭 Windows 窗体 APP 时,球会移动,我也尝试了 Awake 和启动功能。
PS:我在同一台计算机上进行测试,因此它与 IP 地址无关。
这是我的统一部分代码:
using UnityEngine;
using System.Collections;
using System.Text;
using System;
using System.Net;
using System.Net.Sockets;
public class CHAT : MonoBehaviour {
private Socket sck;
EndPoint epLocal, epRemote;
//Gameobjects
public Transform ball , point;
//logic
string xIsHere;
// Use this for initialization
void Start () {
sck = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
sck.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
epLocal = new IPEndPoint(IPAddress.Parse("192.168.1.9"), Convert.ToInt32("81"));
sck.Bind(epLocal);
epRemote = new IPEndPoint(IPAddress.Parse("192.168.1.9"), Convert.ToInt32("80"));
sck.Connect(epRemote);
Debug.Log("COnnected");
}
void Awake()
{
}
// Update is called once per frame
void Update () {
byte[] buffer = new byte[1500];
sck.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref epRemote, new AsyncCallback(MessageCAllBack), buffer);
}
private void MessageCAllBack(IAsyncResult aResult)
{
try
{
int size = sck.EndReceiveFrom(aResult, ref epRemote);
if (size > 0)
{
byte[] receivedData = new byte[1464];
receivedData = (byte[])aResult.AsyncState;
ASCIIEncoding eEncoding = new ASCIIEncoding();
string receivedMessage = eEncoding.GetString(receivedData);
//bn3mal if statement bnshof weslat el X wela la2 w iza weslat bnmasi el tabeh
xIsHere = receivedMessage;
if (xIsHere.Contains("x"))
{
Debug.Log("X is here");
ball.position = Vector3.MoveTowards(ball.position, point.position, 5 * Time.deltaTime);
}
//b3deen bntba3 el msg bs b7aletna bdna n5li el touch active.
//ListMessage.Items.Add("Sender:" + receivedMessage);
}
byte[] buffer = new byte[1500];
sck.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref epRemote, new AsyncCallback(MessageCAllBack), buffer);
}
catch(Exception exp)
{
Debug.Log(exp.ToString());
}
}
}
最佳答案
好的,我修复了它,我只是更改了我使用的端口 5050 和 5040,它工作得很好,在 update() 函数中添加了一个 if 语句来使对象移动。无论如何这里是代码:
using UnityEngine;
using System.Collections;
using System.Text;
using System;
using System.Net;
using System.Net.Sockets;
public class CHAT : MonoBehaviour {
private Socket sck;
EndPoint epLocal, epRemote;
//Gameobjects
public Transform ball , point;
//logic
static Boolean conn = false,arrievedX = false;
string xIsHere;
// Use this for initialization
void Start () {
sck = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
sck.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
epLocal = new IPEndPoint(IPAddress.Parse("192.168.1.8"), Convert.ToInt32("5050"));
sck.Bind(epLocal);
epRemote = new IPEndPoint(IPAddress.Parse("192.168.1.9"), Convert.ToInt32("5040"));
sck.Connect(epRemote);
conn = true;
Debug.Log("COnnected");
}
void Awake()
{
}
// Update is called once per frame
void Update () {
byte[] buffer = new byte[1500];
sck.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref epRemote, new AsyncCallback(MessageCAllBack), buffer);
if (arrievedX)
{
ball.position = Vector3.MoveTowards(ball.position, point.position, 5 * Time.deltaTime);
}
}
void OnGUI()
{
if (arrievedX)
{
GUI.Box(new Rect(100, 100, 100, 25), "X is here");
}
if (conn)
{
GUI.Box(new Rect(100, 50, 100, 50), "Connected");
}
}
private void MessageCAllBack(IAsyncResult aResult )
{
try
{
int size = sck.EndReceiveFrom(aResult, ref epRemote);
if (size > 0)
{
byte[] receivedData = new byte[1464];
receivedData = (byte[])aResult.AsyncState;
ASCIIEncoding eEncoding = new ASCIIEncoding();
string receivedMessage = eEncoding.GetString(receivedData);
//bn3mal if statement bnshof weslat el X wela la2 w iza weslat bnmasi el tabeh
if (receivedMessage.Contains("x"))
{
Debug.Log("X is here");
arrievedX = true;
}
//b3deen bntba3 el msg bs b7aletna bdna n5li el touch active.
//ListMessage.Items.Add("Sender:" + receivedMessage);
}
byte[] buffer = new byte[1500];
sck.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref epRemote, new AsyncCallback(MessageCAllBack), buffer);
}
catch(Exception exp)
{
Debug.Log(exp.ToString());
}
}
}
关于c# - TCP/IP Unity Android ERROR 帮助,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/32605647/