What is the translation of " PHOTONVIEW " in Korean?

photonview

Examples of using Photonview in English and their translations into Korean

{-}
  • Colloquial category close
  • Ecclesiastic category close
  • Ecclesiastic category close
  • Programming category close
  • Computer category close
PhotonView. RPC: works as expected.
PhotonView. RPC: 예상 한대로 동작함.
All other player instances will have their photonView.
다른 모든 플레이어 인스턴스들의 photonView.
PhotonView. RPC: works as expected.
PhotonView. RPC: 예상했던대로 동작합니다.
Instead of directly calling the target method, call PhotonView.
대상 메소드를 직접 호출 하는 대신에 PhotonView.
Add a PhotonView Component to My Robot Kyle.
이 스크립트를 My Robot Kyle [프리팹]에 붙입니다.
To call the method, access to the target object's PhotonView.
메소드를 호출 하기 위해서 대상 객체의 PhotonView 에 접근 합니다.
Note that the PhotonView is very similar to Unity's NetworkView.
PhotonView 는 유니티의 NetworkView 와 매우 유사합니다.
To request ownership- no matter which setting the PhotonView has.
를 PhotonView 의 설정에 관계없이 호출하여 소유권을 요청 합니다.
PhotonView. owner is now photonView. Owner.
PhotonView. owner 는 이제 photonView. Owner 입니다.
You might notice that Transform and PhotonView are not present in this list.
Transform 과 PhotonView 는 이 목록에 없습니다.
PhotonView. isMine is now photonView. IsMine.
PhotonView. isMine 는 이제 photonView. IsMine 입니다.
BoltEntity is similar to a Unity/uLink NetworkView or PUN's PhotonView.
BoltEntity는 Unity/uLink NetworkView 또는 Photon PhotonView와 유사합니다.
PhotonView is a script component that is used to send messages(RPCs and OnSerializePhotonView).
PhotonView는 메시지 전송을 위한 스크립트 컴포넌트 입니다(RPC와 OnSerializePhotonView).
Also, you can clean up those RPCs corresponding to a PhotonView or the player who left.
그리고 PhotonView 또는 룸을 떠난 플레이어에 대한 이러한 RPC를 제거 할 수 있습니다.
When a PhotonView observes scripts, OnPhotonSerializeView gets called multiple times per second.
PhotonView가 스크립트를 관찰하고 있을 때, OnPhotonSerializeView는 초당 여러번 호출 됩니다.
The PhotonTransformView can be added to any GameObject which also has a PhotonView.
PhotonTransformView 는 모든 GameObject 에 추가될 수 있으며 PhotonView 를 가지고 있습니다.
We can only write when we are the localPlayer(PhotonView. isMine== true), else we read.
LocalPlayer (PhotonView. isMine == true) 일 때 write 할 수 있으며 그렇지 않으면 read 합니다.
Continuous updates can be sent by attaching a script into the Observed field of a PhotonView.
지속적인 업데이트는 PhotonView의 Observed 필드에 스크립트를 드래그하여 전송 될 수 있습니다.
We can only write when we are the local player(photonView. IsMine== true), else we read.
LocalPlayer (PhotonView. isMine == true) 일 때 write 할 수 있으며 그렇지 않으면 read 합니다.
Simply add a PhotonAnimatorView component to an object with an Animator and a PhotonView.
간단히 Animator 와 PhotonView 를 가진 객체에게 PhotonAnimatorView 컴포넌트를 추가합니다.
By default, a PhotonView uses reflection and caching to find and Invoke the OnPhotonSerializeView implementations on components.
기본적으로 PhotonView는 리플렉션과 캐싱을 사용하여 찾고 컴포넌트의 OnPhotonSerializeView 구현을 호출합니다.
Don't forget to add the PhotonAvatarView component to the observed components of the PhotonView.
PhotonView의 관찰되는 컴포넌트에 PhotonAvatarView 컴포넌트를 추가하는 것을 잊지 마세요.
The observed component of a PhotonView is in charge of writing(and reading) the state of the networked object several times a second.
PhotonView 의 Observed 컴포넌트는 초당 몇 회의 네트워크 객체 상태의 쓰기(그리고 읽기)에 책임을 갖고 있습니다.
Luckily and to make this common task easier, we are going to use a[Photon Transform View] component, acting as a"middleman" between the Transform component and the PhotonView.
다행스럽게도 이러한 일반적인 작업을 더 쉽게 만들기 위해 [Photon Transform View] 컴포넌트를 사용할 예정 입니다. 이 컴포넌트는 Transform 컴포넌트와 PhotonView 사이의 교량 역할을 해 줍니다.
So if it is false, we don't want to do anything and solely rely on the PhotonView component to synchronize the transform and animator components we have set up earlier.
만약 false 이면 아무 것도 하지 않고 PhotonView 컴포넌트에 의해서만 transform 과 전에 설정한 애니메이터 컴포넌트들을 동기화 할 것 입니다.
Note that the"Robot Kyle Mecanim" prefab has a PhotonView and that the"Observed Components" list contains the PhotonAnimatorView and PhotonTransformView.
Robot Kyle Mecanim" 프리팹은 PhotonView 가 있고, "Observed Components" 에는 PhotonAnimatorView 와 PhotonTransformView 가 있습니다.
The next step requires implementing a script that will be observed by the PhotonView(we will attach it later) component that handles the synchronization across multiple clients.
다음 단계는 여러 개의 클라이언트 간에 동기화를 처리하는 PhotonView (우리는 나중에 붙일 것 입니다) 컴포넌트에 의해 관찰될 스크립트를 구현하는 것 입니다.
After adding a PhotonTransformView, you should add it to the"Observed Components" list of the PhotonView(click the'+' below the list and drag and drop the PhotonTransformView to the new field).
PhotonTransformView 를 추가한 후 PhotonView 리스트에 있는 "Observed Components" 를 추가 해야 합니다(리스트 아래의 '+' 를 클릭하고 새로운 필드에 PhotonTransformView 를 드래그앤드롭 합니다).
Results: 28, Time: 0.0352

How to use "photonview" in a sentence

Don't use PhotonView components and derivates.
The PhotonView ID is unique per networked object.
PhotonView isn't working in OVRCameraRig/CenterEyeAnchor ,LeftHandAnchor and RightHandAnchor.
usully you dont need a PhotonView for a camera.
The next step is to add a PhotonView component.
Make sure, that the PhotonView observes the PhotonRigidbodyView component.
A call always targets a specific PhotonView on a GameObject.
I activate them as I would without any PhotonView component.
GameObjects can be instantiated as "networked GameObjects" with a PhotonView component.
Generic GameObjects can be turned into networked objects with a PhotonView component.

Top dictionary queries

English - Korean