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Unity多人游戏报错:UnityTransport未找到且脚本无法挂载

Unity多人游戏开发问题:UnityTransport找不到 + 脚本无法挂载

问题现象

  • 完成多人功能初步开发后,出现找不到UnityTransport类型或命名空间的编译错误
  • 尝试修复后,又出现所有相关脚本无法挂载到任意GameObject的问题,编辑器提示未包含MonoBehaviour或名称不匹配

相关脚本

1. Player.cs

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;

public class Player : NetworkBehaviour
{
    private Rigidbody playerRb;
    public float speed;

    void Start()
    {
        playerRb = GetComponent<Rigidbody>();
    }

    void Update()
    {
        if (!IsOwner)
        {
            return;
        }

        float forwInput = Input.GetAxis("Vertical");
        float horzInput = Input.GetAxis("Horizontal");
        Vector3 direction = Vector3.forward * forwInput + Vector3.right * horzInput;
        if (direction.magnitude > 1) { direction.Normalize(); }

        MoveServerRpc(direction);
    }

    [ServerRpc]
    void MoveServerRpc(Vector3 direction)
    {
        playerRb.AddForce(direction * speed);
    }
}

2. PlayerNetwork.cs

using System.Collections;
using System.Collections;
using UnityEngine;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;


[System.Serializable]
public struct PlayerNetworkState : INetworkSerializable
{
    public Vector3 Position;
    public Vector3 Rotation;

    public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
    {
        serializer.SerializeValue(ref Position);
        serializer.SerializeValue(ref Rotation);
    }
}


public class PlayerNetwork : NetworkBehaviour
{
    [SerializeField] private bool usingServerAuth;
    private NetworkVariable<PlayerNetworkState> playerState;
    private Rigidbody playerRb;

    private void Awake()
    {
        playerRb = GetComponent<Rigidbody>();
        var permission = usingServerAuth ? NetworkVariableWritePermission.Server : NetworkVariableWritePermission.Owner;
        playerState = new NetworkVariable<PlayerNetworkState>(new PlayerNetworkState {Position = Vector3.zero, Rotation = Vector3.zero}, NetworkVariableReadPermission.Everyone, permission);
    }

    public override void OnNetworkSpawn()
    {
        if (!IsOwner) Destroy(transform.GetComponent<Player>());
    }

    private void Update()
    {
        if (IsOwner) TransmitState();
        else ConsumeState();
    }

    #region Transmit State

    private void TransmitState()
    {
        var state = new PlayerNetworkState
        {
            Position = playerRb.position,
            Rotation = transform.rotation.eulerAngles
        };

        if (IsServer || !usingServerAuth)
        {
            playerState.Value = state;
        }
        else
        {
            TransmitStateServerRpc(state);
        }
    }

    [ServerRpc(RequireOwnership = false)]
    private void TransmitStateServerRpc(PlayerNetworkState state)
    {
        playerState.Value = state;
    }

    #endregion

    #region Consume State

    private void ConsumeState()
    {
        transform.position = playerState.Value.Position;
        transform.rotation = Quaternion.Euler(playerState.Value.Rotation);
    }

    #endregion
}

3. NetworkButtons.cs

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;

public class NetworkButtons : MonoBehaviour
{
    void OnGUI() {
        GUILayout.BeginArea(new Rect(10,10,300,300));
        if (!NetworkManager.Singleton.IsClient && !NetworkManager.Singleton.IsServer) {
            if (GUILayout.Button("Host")) NetworkManager.Singleton.StartHost();
            if (GUILayout.Button("Server")) NetworkManager.Singleton.StartServer();
            if (GUILayout.Button("Client")) NetworkManager.Singleton.StartClient();
        }
        GUILayout.EndArea();
    }

    private void OnAwake() 
    {
        GetComponent<UnityTransport>().SetDebugSimulatorParameters(
            packetDelay: 120, 
            packetJitter: 5, 
            dropRate: 3);
    }   
}

已尝试的操作

  • 将Netcode for GameObjects更新至1.5.2版本,Unity Transport更新至2.3.0版本
  • 在需要的脚本中已引入Unity.Netcode.Transports.UTP命名空间
  • 另外两个从其他项目导入的脚本在原项目中可正常运行,本人为开发新手,暂无相关经验

内容的提问来源于stack exchange,提问作者Bobcat

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最近更新时间:2026.06.20 20:42:16