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public static function InitializeServer(connections: int, listenPort: int, useNat: bool): NetworkConnectionError;
public static NetworkConnectionError InitializeServer(int connections, int listenPort, bool useNat);
public 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 ExampleClass : MonoBehaviour {
    void LaunchServer() {
        Network.incomingPassword = "HolyMoly";
        bool useNat = !Network.HavePublicAddress();
        Network.InitializeServer(32, 25000, useNat);
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

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