Initialize the server.
/connections/ is the number of allowed incoming connections (note that this is generally not the same as the number of players). /listenPort/ is the port number we want to listen to. /useNat/ sets the NAT punchthrough functionality. If you want this server to be able to accept connections using NAT punchthrough, using the facilitator, set this to true.
function LaunchServer () { Network.incomingPassword = "HolyMoly"; var useNat = !Network.HavePublicAddress(); Network.InitializeServer(32, 25000, useNat); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void LaunchServer() { Network.incomingPassword = "HolyMoly"; bool useNat = !Network.HavePublicAddress(); Network.InitializeServer(32, 25000, useNat); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def LaunchServer() as void: Network.incomingPassword = 'HolyMoly' useNat as bool = (not Network.HavePublicAddress()) Network.InitializeServer(32, 25000, useNat)