Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
ClosehostId | Host socket id for this connection. |
address | Ip4 address. |
port | Port. |
exceptionConnectionId | 0 in the case of a default connection. |
error | Possible error, kOK if it is good. |
int ConnectionId on success (otherwise zero).
Try to establish connection to another peer.
Set up a connection to allow access to the NetworkTransport device.
Connect is needed prior to a Receive() connection. The error parameter will return
a non-kOK value if an error occurs. A connectionId will return with a unique
identifier for the host connection.
If any problem occurs Receive() will signal that the connection cannot be established.
The example code shows how to connect to the NetworkTransport and Receive data.
var connectionId = NetworkTransport.Connect(hostId, "10.10.01.17", 2355, 0, error ); if( error != kOk ) { //cannot allocate resources for connection }
//... var event = NetworkTransport.Receive(recHostId, recConnectionId, channelId, buffer, bufferSize, receivedSize, error ); if( event == kConnectEvent ) { if( recHostId == hostId && recConnectionId == connectionId && error == kOK ) ///connection can be used } if( event == kDisconnectEvent ) { if( recHostId == hostId && recConnectionId == connectionId ) { //connection which identified by connectionId cannot be established if( error == kVersionMismatch ) //treansport protocol is different else if( error == kCRCMismatch ) //peer has different network configuration else if( error == kTimeout ) //cannot connect to other peer in period of time, possible peer has not running } }