static function InitializeServer(connections: int, listenPort: int, useNat: bool): NetworkConnectionError;
static NetworkConnectionError InitializeServer(int connections, int listenPort, bool useNat);
static def InitializeServer(connections as int, listenPort as int, useNat as bool) as NetworkConnectionError

Initialize the server.

connections is the number of allowed incoming connections (note that this is generally not the same as the number of players). listenPort is the port number we want to listen to. useNat sets the NAT punchthrough functionality. If you want this server to be able to accept connections using NAT punchthrough, using the facilitator, set this to true.
	function LaunchServer () {
		Network.incomingPassword = "HolyMoly";
		var useNat = !Network.HavePublicAddress();
		Network.InitializeServer(32, 25000, useNat);
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    void LaunchServer() {
        Network.incomingPassword = "HolyMoly";
        bool useNat = !Network.HavePublicAddress();
        Network.InitializeServer(32, 25000, useNat);
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def LaunchServer() as void:
		Network.incomingPassword = 'HolyMoly'
		useNat as bool = (not Network.HavePublicAddress())
		Network.InitializeServer(32, 25000, useNat)