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CloseClear 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 ExampleClass : 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 public class ExampleClass(MonoBehaviour): def Awake() as void: MasterServer.ClearHostList() MasterServer.RequestHostList('MyUniqueGameType') def Update() as void: 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()