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NetworkTransport.Connect

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public static function Connect(hostId: int, address: string, port: int, exeptionConnectionId: int, out error: byte): int;
public static int Connect(int hostId, string address, int port, int exeptionConnectionId, out byte error);

Parameters

hostId Host id associated with this connection (retrieved when calling NetworkTransport.AddHost).
address IPv4 address of the other peer.
port Port of the other peer.
exceptionConnectionId Set to 0 in the case of a default connection.
error Error (can be casted to NetworkError for more information).

Returns

int A unique connection identifier on success (otherwise zero).

Description

Tries to establish a connection to another peer.

The error parameter will return a non-zero value if an error occurs, this value can be casted to a NetworkError for more information.

NetworkTransport.Connect can still fail despite returning a non-zero connection id, so make sure to poll NetworkTransport.Receive or NetworkTransport.ReceiveFromHost to listen for events. If everything is OK a NetworkEventType.ConnectEvent will be returned.

#pragma strict
public class ConnectExample extends MonoBehaviour {
	var connectionId: int;
	var channelId: int;
	var hostId: int;
	function Start() {
		// Init Transport using default values.
		NetworkTransport.Init();
		// Create a connection config and add a Channel.
		var config: ConnectionConfig = new ConnectionConfig();
		channelId = config.AddChannel(QosType.Reliable);
		// Create a topology based on the connection config.
		var topology: HostTopology = new HostTopology(config, 10);
		// Create a host based on the topology we just created, and bind the socket to port 12345.
		hostId = NetworkTransport.AddHost(topology, 12345);
		// Connect to the host with IP 10.0.0.42 and port 54321
		var error: char;
		connectionId = NetworkTransport.Connect(hostId, "10.0.0.42", 54321, 0, error);
	}
	function Update() {
		var outHostId: int;
		var outConnectionId: int;
		var outChannelId: int;
		var buffer: char[] = new char[1024];
		var bufferSize: int = 1024;
		var receiveSize: int;
		var error: char;
		var evnt: NetworkEventType = NetworkTransport.Receive(outHostId, outConnectionId, outChannelId, buffer, bufferSize, receiveSize, error);
		switch (evnt) {
			case NetworkEventType.ConnectEvent:if (outHostId == hostId && outConnectionId == connectionId && NetworkErrorerror == NetworkError.Ok) {
				Debug.Log("Connected");
			}

break; case NetworkEventType.DisconnectEvent:if (outHostId == hostId && outConnectionId == connectionId) { Debug.Log("Connected, error:" + error.ToString()); }

break; } } }
using UnityEngine.Networking;

public class ConnectExample : MonoBehaviour { int connectionId; int channelId; int hostId;

void Start() { // Init Transport using default values. NetworkTransport.Init(); // Create a connection config and add a Channel. ConnectionConfig config = new ConnectionConfig(); channelId = config.AddChannel(QosType.Reliable);

// Create a topology based on the connection config. HostTopology topology = new HostTopology(config, 10);

// Create a host based on the topology we just created, and bind the socket to port 12345. hostId = NetworkTransport.AddHost(topology, 12345);

// Connect to the host with IP 10.0.0.42 and port 54321 byte error; connectionId = NetworkTransport.Connect(hostId, "10.0.0.42", 54321, 0, out error); }

void Update() { int outHostId; int outConnectionId; int outChannelId; byte[] buffer = new byte[1024]; int bufferSize = 1024; int receiveSize; byte error;

NetworkEventType evnt = NetworkTransport.Receive(out outHostId, out outConnectionId, out outChannelId, buffer, bufferSize, out receiveSize, out error); switch (evnt) { case NetworkEventType.ConnectEvent: if(outHostId == hostId && outConnectionId == connectionId && (NetworkError)error == NetworkError.Ok) { Debug.Log("Connected"); } break; case NetworkEventType.DisconnectEvent: if(outHostId == hostId && outConnectionId == connectionId) { Debug.Log("Connected, error:" + error.ToString()); } break; } } }