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 ExampleClass : 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 public class ExampleClass(MonoBehaviour): def Start() as void: Network.InitializeServer(32, 25000) def OnServerInitialized() as void: MasterServer.RegisterHost('MyGameVer1.0.0_42', 'My Game Instance', 'This is a comment and place to store data') def OnMasterServerEvent(msEvent as MasterServerEvent) as void: if msEvent == MasterServerEvent.RegistrationSucceeded: Debug.Log('Server registered')