The SNetwork class allows you to send messages to other users in the region, and persist/retrieve variables which have been stored within the region.
Sends a networked message to every client with a subscriber listening on 'key'. The message itself can be a dictionary/table containing two columns and any network serializable type (string, float, int, byte, bool and arrays of those types)
This is a modified version of the example for *.Renderer.Material.SetTexture that demonstrates networking.
note that this example applies also to SubscribeToNetwork.
server = "https://middleware.systems/"
obj = Space.Host.GetReference("Gino")
Space.Network.SubscribeToNetwork("smack", onSmack)
function hithere()
resrc = Space.WebServices.GetImage(server .. image) obj.Renderer.Material.SetTexture("_MainTex", resrc) Space.Network.SendNetworkMessage("smack",{'smack'})
end
function update()
resrc = Space.WebServices.GetImage(server .. "mrlee.jpg") obj.Renderer.Material.SetTexture("_MainTex", resrc)
end
function onSmack()
update()end
Sets a property named 'key' of the region to 'value'. Will persist until the region is shut down or restarted. (Use SPersistence for longer term storage)
Gets a previously set key.
Subscribes to network messages on 'key', will fire a Scripting/SNetworkMessage whenever a matching message is received
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