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NetworkMatch

class in UnityEngine.Networking.Match

/

Inherits from: MonoBehaviour

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Description

A component for communicating with the Unity Multiplayer Matchmaking service.

This class aggregates all the supported JSON calls into functions that are callable for games that wish to interact with the MatchMaker service.

The example code below shows how to use NetworkMatch API.

#pragma strict
public class SimpleMatchMaker extends MonoBehaviour {
	function Start() {
		NetworkManager.singleton.StartMatchMaker();
	}
	//call this method to request a match to be created on the server
	public function CreateInternetMatch(matchName: String) {
		var create: CreateMatchRequest = new CreateMatchRequest();
		create.name = matchName;
		create.size = 4;
		create.advertise = true;
		create.password = "";
		NetworkManager.singleton.matchMaker.CreateMatch(create, OnInternetMatchCreate);
	}
	//this method is called when your request for creating a match is returned
	private function OnInternetMatchCreate(matchResponse: CreateMatchResponse) {
		if (matchResponse != null && matchResponse.success) {
			//Debug.Log("Create match succeeded");
			var hostInfo: MatchInfo = new MatchInfo(matchResponse);
			NetworkServer.Listen(hostInfo, 9000);
			NetworkManager.singleton.StartHost(hostInfo);
		}
		else {
			Debug.LogError("Create match failed");
		}
	}
	//call this method to find a match through the matchmaker
	public function FindInternetMatch(matchName: String) {
		NetworkManager.singleton.matchMaker.ListMatches(0, 20, matchName, OnInternetMatchList);
	}
	//this method is called when a list of matches is returned
	private function OnInternetMatchList(matchListResponse: ListMatchResponse) {
		if (matchListResponse.success) {
			if (matchListResponse.matches.Count != 0) {
				//join the last server (just in case there are two...)
				NetworkManager.singleton.matchMaker.JoinMatch(matchListResponse.matches[matchListResponse.matches.Count - 1].networkId, "", OnJoinInternetMatch);
			}
			else {
				Debug.Log("No matches in requested room!");
			}
		}
		else {
			Debug.LogError("Couldn't connect to match maker");
		}
	}
	//this method is called when your request to join a match is returned
	private function OnJoinInternetMatch(matchJoin: JoinMatchResponse) {
		if (matchJoin.success) {
			//Debug.Log("Able to join a match");
			var hostInfo: MatchInfo = new MatchInfo(matchJoin);
			NetworkManager.singleton.StartClient(hostInfo);
		}
		else {
			Debug.LogError("Join match failed");
		}
	}
}
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Match;
using UnityEngine.Networking.Types;
using System.Collections;
 
public class SimpleMatchMaker : MonoBehaviour
{
    void Start()
    {
        NetworkManager.singleton.StartMatchMaker();
    }
  
    //call this method to request a match to be created on the server
    public void CreateInternetMatch(string matchName)
    {
        CreateMatchRequest create = new CreateMatchRequest();
        create.name = matchName;
        create.size = 4;
        create.advertise = true;
        create.password = "";
      
        NetworkManager.singleton.matchMaker.CreateMatch(create, OnInternetMatchCreate);
    }
 
    //this method is called when your request for creating a match is returned
    private void OnInternetMatchCreate(CreateMatchResponse matchResponse)
    {
        if (matchResponse != null && matchResponse.success)
        {
            //Debug.Log("Create match succeeded");
          
            MatchInfo hostInfo = new MatchInfo(matchResponse);
            NetworkServer.Listen(hostInfo, 9000);
          
            NetworkManager.singleton.StartHost(hostInfo);
        }
        else
        {
            Debug.LogError("Create match failed");
        }
    }
 
    //call this method to find a match through the matchmaker
    public void FindInternetMatch(string matchName)
    {
        NetworkManager.singleton.matchMaker.ListMatches(0, 20, matchName, OnInternetMatchList);
    }
 
    //this method is called when a list of matches is returned
    private void OnInternetMatchList(ListMatchResponse matchListResponse)
    {
        if (matchListResponse.success)
        {
            if(matchListResponse.matches.Count != 0)
            {
                //Debug.Log("A list of matches was returned");
 
                //join the last server (just in case there are two...)
                NetworkManager.singleton.matchMaker.JoinMatch(matchListResponse.matches[matchListResponse.matches.Count - 1].networkId, "", OnJoinInternetMatch);
            }
            else
            {
                Debug.Log ("No matches in requested room!");
            }
        }
        else
        {
            Debug.LogError("Couldn't connect to match maker");
        }
    }
 
    //this method is called when your request to join a match is returned
    private void OnJoinInternetMatch(JoinMatchResponse matchJoin)
    {
        if (matchJoin.success)
        {
            //Debug.Log("Able to join a match");
 
          
            MatchInfo hostInfo = new MatchInfo(matchJoin);
            NetworkManager.singleton.StartClient(hostInfo);
        }
        else
        {
            Debug.LogError("Join match failed");
        }
    }
 }

Variables

Networking.Match.NetworkMatchMatch singleton.
baseUriThe base URI of the MatchMaker that this NetworkMatch will communicate with.

Public Functions

CreateMatchUse this function to create a new match. The client which calls this function becomes the host of the match.
DestroyMatchThis function is used to tell MatchMaker to destroy a match in progress, regardless of who is connected.
DropConnectionA function to allow an individual client to be dropped from a match.
JoinMatchThe function used to tell MatchMaker the current client wishes to join a specific match.
ListMatchesThe function to list ongoing matches in the MatchMaker.
SetMatchAttributesThis function allows the caller to change attributes on a match in progress.

Delegates

BasicResponseDelegateA delegate that can handle MatchMaker responses that return basic response types (generally only indicating success or failure and extended information if a failure did happen).
DataResponseDelegate<T0>Response delegate containing basic information plus a data member. This is used on a subset of MatchMaker callbacks that require data passed in along with the success/failure information of the call itself.
Networking.Match.NetworkMatchDelegate for responses from MatchMaker.

Inherited members

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
CancelInvokeCancels all Invoke calls on this MonoBehaviour.
InvokeInvokes the method methodName in time seconds.
InvokeRepeatingInvokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
IsInvokingIs any invoke on methodName pending?
StartCoroutineStarts a coroutine.
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

printLogs message to the Unity Console (identical to Debug.Log).
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateReturns a copy of the object original.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeAwake is called when the script instance is being loaded.
FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all GameObjects when the player gets or loses focus.
OnApplicationPauseSent to all GameObjects when the application pauses.
OnApplicationQuitSent to all game objects before the application is quit.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyThis function is called when the MonoBehaviour will be destroyed.
OnDisableThis function is called when the behaviour becomes disabled () or inactive.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement OnDrawGizmosSelected to draw a gizmo if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDownOnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a Collider.
OnParticleTriggerOnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the scene.
OnPreCullOnPreCull is called before a camera culls the scene.
OnPreRenderOnPreRender is called before a camera starts rendering the scene.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per frame for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods is called the first time.
UpdateUpdate is called every frame, if the MonoBehaviour is enabled.