This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Syncker

Warning
Syncker system is deprecated and no longer supported. We can't guarantee the stable work of the system.

This section contains description of the Syncker samples.

Running Syncker Samples

You can try out Syncker samples in Unigine SDK that run Syncker directly from world scripts.

  1. On each slave computer, open Unigine SDK Browser and press the Syncker slave demo button, which is located on theSamples & Demos tab under the High-Level Systems section.
  2. On the master computer, also open Unigine SDK Browser and press the Syncker master demo button.
  3. Change the network broadcast address of the master by typing the following console command (on the master computer):
    Source code
    master_address xxx.xxx.xxx.xxx
    And then reload the current world:
    Source code
    world_reload
    After that, in the master console you will see messages that slaves have connected. For example:
    Output
    Connection from "xxx.xxx.xxx.xxx" "unknown" accepted in 0.00 seconds
    In the console of the connected slaves you will see the following:
    Output
    Connection to "xxx.xxx.xxx.xxx" accepted in 0.00 seconds
    Notice
    Console commands world_reload or world_load with the same world as currently loaded are not run on slaves after the master. Only loading of a new world works.

For more details on Syncker initialization and update code, see Running Syncker for a custom project.

Last update: 2017-07-03
Build: ()