Legacy Documentation: Version 2018.1 (Go to current version)
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



public method StartServer(): bool;
public bool StartServer();


bool True is the server was started.


This starts a new server.

This uses the networkPort property as the listen port.

no example available in JavaScript
//This is a script that creates a Toggle that you enable to start the Server.
//Attach this script to an empty GameObject
//Create a Toggle GameObject by going to Create>UI>Toggle.
//Click on your empty GameObject.
//Click and drag the Toggle GameObject from the Hierarchy to the Toggle section in the Inspector window.

using UnityEngine; using UnityEngine.UI; using UnityEngine.Networking;

//This makes the GameObject a NetworkManager GameObject public class Example : NetworkManager { public Toggle m_Toggle; Text m_ToggleText;

void Start() { //Fetch the Text of the Toggle to allow you to change it later m_ToggleText = m_Toggle.GetComponentInChildren<Text>(); OnOff(false); }

//Connect this function to the Toggle to start and stop the Server public void OnOff(bool change) { //Detect when the Toggle returns false if (change == false) { //Stop the Server StopServer(); //Change the text of the Toggle m_ToggleText.text = "Connect Server"; }

//Detect when the Toggle returns true if (change == true) { //Start the Server StartServer(); //Change the Toggle Text m_ToggleText.text = "Disconnect Server"; } }

//Detect when the Server starts and output the status public override void OnStartServer() { //Output that the Server has started Debug.Log("Server Started!"); }

//Detect when the Server stops public override void OnStopServer() { //Output that the Server has stopped Debug.Log("Server Stopped!"); } }

Did you find this page useful? Please give it a rating: