Legacy Documentation: Version 2018.2 (Go to current version)
LanguageEnglish
  • C#

NetworkManager.OnServerDisconnect

Suggest a change

Success!

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.

Close

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.

Close

Cancel

public void OnServerDisconnect(Networking.NetworkConnection conn);

Parameters

connConnection from client.

Description

Called on the server when a client disconnects.

This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.

//This script outputs a message when a client connects or disconnects from the server
//Attach this script to your GameObject.
//Attach a NetworkManagerHUD to your by clicking Add Component in the Inspector window of the GameObject. Then go to Network>NetworkManagerHUD.
//Create a Text GameObject and attach it to the Text field in the Inspector.

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

public class Example : NetworkManager { //Assign a Text component in the GameObject's Inspector public Text m_Text;

//Detect when a client connects to the Server public override void OnServerConnect(NetworkConnection connection) { //Change the text to show the connection m_Text.text = "Client " + connection.connectionId + " Connected!"; }

//Detect when a client disconnects from the Server public override void OnServerDisconnect(NetworkConnection connection) { //Change the text to show the loss of connection m_Text.text = "Client " + connection.connectionId + "Connection Lost!"; } }

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