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Called on clients or servers when reporting events from the MasterServer.

Like, for example, when a host list has been received or host registration succeeded.

	function Start () {
		Network.InitializeServer(32, 25000);
	function OnServerInitialized() {
		MasterServer.RegisterHost( "MyGameVer1.0.0_42"
			, "My Game Instance"
			, "This is a comment and place to store data");
	function OnMasterServerEvent(msEvent: MasterServerEvent) {
		if (msEvent == MasterServerEvent.RegistrationSucceeded) {
			Debug.Log("Server registered");
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Start() {
        Network.InitializeServer(32, 25000);
    void OnServerInitialized() {
        MasterServer.RegisterHost("MyGameVer1.0.0_42", "My Game Instance", "This is a comment and place to store data");
    void OnMasterServerEvent(MasterServerEvent msEvent) {
        if (msEvent == MasterServerEvent.RegistrationSucceeded)
            Debug.Log("Server registered");
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Start() as void:
		Network.InitializeServer(32, 25000)

	def OnServerInitialized() as void:
		MasterServer.RegisterHost('MyGameVer1.0.0_42', 'My Game Instance', 'This is a comment and place to store data')

	def OnMasterServerEvent(msEvent as MasterServerEvent) as void:
		if msEvent == MasterServerEvent.RegistrationSucceeded:
			Debug.Log('Server registered')

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