Called on clients or servers when reporting events from the MasterServer.
Like, for example, when a host list has been received or host registration succeeded.
function Start () {
Network.InitializeServer(32, 25000);
}
function OnServerInitialized() {
MasterServer.RegisterHost( "MyGameVer1.0.0_42"
, "My Game Instance"
, "This is a comment and place to store data");
}
function OnMasterServerEvent(msEvent: MasterServerEvent) {
if (msEvent == MasterServerEvent.RegistrationSucceeded) {
Debug.Log("Server registered");
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
Network.InitializeServer(32, 25000);
}
void OnServerInitialized() {
MasterServer.RegisterHost("MyGameVer1.0.0_42", "My Game Instance", "This is a comment and place to store data");
}
void OnMasterServerEvent(MasterServerEvent msEvent) {
if (msEvent == MasterServerEvent.RegistrationSucceeded)
Debug.Log("Server registered");
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Start():
Network.InitializeServer(32, 25000)
def OnServerInitialized():
MasterServer.RegisterHost('MyGameVer1.0.0_42', 'My Game Instance', 'This is a comment and place to store data')
def OnMasterServerEvent(msEvent as MasterServerEvent):
if msEvent == MasterServerEvent.RegistrationSucceeded:
Debug.Log('Server registered')