6/12/2023 0 Comments Unity networkview overheadRarely, the Muxponder unit does not pass Jitter Tolerance test from Trunk port to client port as per ITU-T G.825, 2 Mb/s mask, at the 10 Hz specific setpoint. Caveats without DDTS tracking numbers are provided to point out procedural or situational considerations when deploying the product. Caveats with DDTS tracking numbers are known system limitations that are scheduled to be addressed in a subsequent release. Review the notes listed below before deploying the ONS 15454. No changes have been added to the release notes for Release 4.7. This section documents supplemental changes that have been added to the Release Notes for Cisco ONS 15454 Release 4.7 since the production of the Cisco ONS 15454 System Software CD for Release 4.7. Obtaining Technical Assistance Changes to the Release Notes To access Bug Toolkit, visit the following URL: For the most current version of the Release Notes for Cisco ONS 15454 Release 4.7, visit the following URL:Ĭisco also provides Bug Toolkit, a web resource for tracking defects. For detailed information regarding features, capabilities, hardware, and software introduced with this release, refer to the "Release 4.7" version of the Cisco ONS 15454 DWDM Installation and Operations Guide Cisco ONS 15454 SONET and DWDM Troubleshooting Guide and Cisco ONS 15454 SONET and SDH TL1 Quick Reference Guide. Release notes address closed (maintenance) issues, caveats, and new features for the Cisco ONS 15454 SONET multiplexer. LOS-P Threshold Configuration on OPT-BST/OSC-CS/OPT-PRE COM-RX PortĬircuit Size Label Removed from OCHNC CircuitsĬontacting TAC by Using the Cisco TAC Website OC3/STM1 Performance Monitoring for OSCM and OSC-CSM Cards Provisioning Parameters for Terminal and HUB Sites Resolved Software Caveats for Release 4.7 Players and GameObjects network instantiations are subject to the same principle as when they are written with standard script.Release Notes for Cisco ONS 15454 Release 4.7 Table Of ContentsĭDTS # CSCdv10824: Netscape Plugins Directory ![]() Server connection and connections management is subject to the same principles as when they are written with standard script. The list of messages and their meaning can be found in the unity network class help ( the messages sent section). Playmaker integrates all the network messages as global built in events: Network Events Only global events can be sent remotely, but you can choose the RPC mode: Unity RPCMOD help Network Internal Messages Playmaker also makes it very easy and simple to fire an Event across the network. These Fsm variables can be synchronized over the network: NOTE: Not all Fsm Variables types can be synchronized. To do this, simply drag the PlayMakerFSM Component onto the NetworkView component's "Observed" field. MAKE SURE you have added a NetworkView component set to observe the PlayMakerFSM Component that has Fsm variables set Network Sync. ![]() Simply select the variable in either the Variables tab or Global Variables window and check Network Sync. Playmaker also makes it very easy to synchronize Variables across the network. Unity Networking is implemented in Playmaker with Actions and Events: In order to properly and efficiently set up networking with Playmaker, it is strongly recommended to first read the Unity Networking documentation: Samples are available to help you get started. Networking support is deeply integrated within Playmaker. ![]() WARNING: To enable Networking inside PlayMaker, you need to explicitly import the "Legacy UI" actions from the Welcome Screen Window under Add-ons/Legacy Systems page, as well as enabling "Legacy Networking" NOTE: Unity has a new Networking system that we will support soon! This document describes working with the legacy networking system.
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