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.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseCalled 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"); } }