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class in UnityEngine.Networking
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CloseHigh level network connection.
address | The IP address associated with the connection. |
clientOwnedObjects | A list of the NetworkIdentity objects owned by this connection. |
connectionId | Unique identifier for this connection. |
hostId | Transport level host ID for this connection. |
isConnected | True if the connection is connected to a remote end-point. |
isReady | Flag that tells if the connection has been marked as "ready" by a client calling ClientScene.Ready(). |
lastMessageTime | The last time that a message was received on this connection. |
logNetworkMessages | Setting this to true will log the contents of network message to the console. |
playerControllers | The list of players for this connection. |
CheckHandler | This function checks if there is a message handler registered for the message ID. |
Disconnect | Disconnects this connection. |
Dispose | Disposes of this connection, releasing channel buffers that it holds. |
FlushChannels | This causes the channels of the network connection to flush their data to the transport layer. |
GetStatsIn | Get statistics for incoming traffic. |
GetStatsOut | Get statistics for outgoing traffic. |
HandleBytes | This makes the connection process the data contained in the buffer, and call handler functions. |
HandleReader | This makes the connection process the data contained in the stream, and call handler functions. |
Initialize | This inializes the internal data structures of a NetworkConnection object, including channel buffers. |
InvokeHandler | This function invokes the registered handler function for a message. |
InvokeHandlerNoData | This function invokes the registered handler function for a message, without any message data. |
RegisterHandler | This registers a handler function for a message Id. |
ResetStats | Resets the statistics that are returned from NetworkClient.GetConnectionStats(). |
Send | This sends a network message with a message ID on the connection. This message is sent on channel zero, which by default is the reliable channel. |
SendByChannel | This sends a network message on the connection using a specific transport layer channel. |
SendBytes | This sends an array of bytes on the connection. |
SendUnreliable | This sends a network message with a message ID on the connection. This message is sent on channel one, which by default is the unreliable channel. |
SendWriter | This sends the contents of a NetworkWriter object on the connection. |
SetChannelOption | This sets an option on the network channel. |
SetMaxDelay | The maximum time in seconds that messages are buffered before being sent. |
ToString | Returns a string representation of the NetworkConnection object state. |
TransportRecieve | This virtual function allows custom network connection classes to process data from the network before it is passed to the application. |
TransportSend | This virtual function allows custom network connection classes to process data send by the application before it goes to the network transport layer. |
UnregisterHandler | This removes the handler registered for a message Id. |
HandleBytes | This makes the connection process the data contained in the buffer, and call handler functions. |
HandleReader | This makes the connection process the data contained in the stream, and call handler functions. |