Clear the host list which was received by MasterServer.PollHostList.
Useful if you want to update the list and want to make sure you don't use the older data.
function Awake() {
// Make sure list is empty and request a new list
MasterServer.ClearHostList();
MasterServer.RequestHostList("MyUniqueGameType");
}
function Update() {
// If any hosts were received, display game name, the clear host list again
if (MasterServer.PollHostList().Length != 0) {
var hostData : HostData[] = MasterServer.PollHostList();
for (var i : int = 0; i < hostData.Length; i++)
Debug.Log("Game name: " + hostData[i].gameName);
MasterServer.ClearHostList();
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Awake() {
MasterServer.ClearHostList();
MasterServer.RequestHostList("MyUniqueGameType");
}
void Update() {
if (MasterServer.PollHostList().Length != 0) {
HostData[] hostData = MasterServer.PollHostList();
int i = 0;
while (i < hostData.Length) {
Debug.Log("Game name: " + hostData[i].gameName);
i++;
}
MasterServer.ClearHostList();
}
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Awake():
MasterServer.ClearHostList()
MasterServer.RequestHostList('MyUniqueGameType')
def Update():
if MasterServer.PollHostList().Length != 0:
hostData as (HostData) = MasterServer.PollHostList()
i as int = 0
while i < hostData.Length:
Debug.Log(('Game name: ' + hostData[i].gameName))
i++
MasterServer.ClearHostList()