MasterServer.RegisterHost
static function RegisterHost(gameTypeName: string, gameName: string): void;
static void RegisterHost(string gameTypeName, string gameName);
static def RegisterHost(gameTypeName as string, gameName as string) as void
static function RegisterHost(gameTypeName: string, gameName: string, comment: string): void;
static void RegisterHost(string gameTypeName, string gameName, string comment);
static def RegisterHost(gameTypeName as string, gameName as string, comment as string) as void
Description

Register this server on the master server.

If the master server address information has not been changed the default Unity master server will be used.
	function OnGUI() {
		if (GUILayout.Button ("Start Server")) {
			// Use NAT punchthrough if no public IP present
			var useNat = !Network.HavePublicAddress();
			Network.InitializeServer(32, 25002, useNat);
			MasterServer.RegisterHost("MyUniqueGameType", 
				"JohnDoes game", "l33t game for all");
		}
	}
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    void OnGUI() {
        if (GUILayout.Button("Start Server")) {
            bool useNat = !Network.HavePublicAddress();
            Network.InitializeServer(32, 25002, useNat);
            MasterServer.RegisterHost("MyUniqueGameType", "JohnDoes game", "l33t game for all");
        }
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def OnGUI() as void:
		if GUILayout.Button('Start Server'):
			useNat as bool = (not Network.HavePublicAddress())
			Network.InitializeServer(32, 25002, useNat)
			MasterServer.RegisterHost('MyUniqueGameType', 'JohnDoes game', 'l33t game for all')