Legacy Documentation: Version 5.5
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkMigrationManager.OnServerReconnectPlayer

Suggest a change

Success!

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.

Close

Submission failed

For 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.

Close

Cancel

protected function OnServerReconnectPlayer(newConnection: Networking.NetworkConnection, oldPlayer: GameObject, oldConnectionId: int, playerControllerId: short): void;
protected void OnServerReconnectPlayer(Networking.NetworkConnection newConnection, GameObject oldPlayer, int oldConnectionId, short playerControllerId);
protected function OnServerReconnectPlayer(newConnection: Networking.NetworkConnection, oldPlayer: GameObject, oldConnectionId: int, playerControllerId: short, extraMessageReader: Networking.NetworkReader): void;
protected void OnServerReconnectPlayer(Networking.NetworkConnection newConnection, GameObject oldPlayer, int oldConnectionId, short playerControllerId, Networking.NetworkReader extraMessageReader);

Parameters

newConnection The connection of the new client.
oldPlayer The player object associated with this client.
oldConnectionId The connectionId of this client on the old host.
playerControllerId The playerControllerId of the player that is re-joining.
extraMessageReader Additional message data (optional).

Description

A virtual function that is called on the new host when a client from the old host reconnects to the new host.

The base class version of this function calls ReconnectPlayerForConnection() to hookup the new client.

ReconnectPlayerForConnection does not have to be called from within this function, it can be done asynchronously.