Version: 2017.4
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ConnectionConfig.AddChannel

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public method AddChannel(value: Networking.QosType): byte;
public byte AddChannel(Networking.QosType value);

Parameters

valueAdd new channel to configuration.

Returns

byte Channel id, user can use this id to send message via this channel.

Description

Adds a new channel to the configuration and returns the unique id of that channel.

Channels are logical delimiters of traffic between peers. Every time you send data to a peer, you should use two ids: connection id and channel id. Channels are not only logically separate traffic but could each be configured with a different quality of service (QOS). In the example below, a configuration is created containing two channels with Unreliable and Reliable QOS types. This configuration is then used for sending data.

no example available in JavaScript
using UnityEngine;
using UnityEngine.Networking;

public class ExampleScript : NetworkBehaviour { void Start() { ConnectionConfig myConfig = new ConnectionConfig(); int reliableChannelId = myConfig.AddChannel(QosType.Unreliable); int unreliableChannelId = myConfig.AddChannel(QosType.Reliable);

//......

//NetworkTransport.Send(hostId, connection, reliableChannelId, data, data.Length, out error); //sends data via Reliable channel } }