Legacy Documentation: Version 5.6 (Go to current version)
  • C#
  • JS

Script language

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


Suggest a change


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.


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.



public static function RequestHostList(gameTypeName: string): void;
public static void RequestHostList(string gameTypeName);


Request a host list from the master server.

The list is available through MasterServer.PollHostList when it has arrived.

    function Awake() {
        // Make sure list is empty and request a new list

function Update() { // If any hosts were received, display game name, the clear host list again if (MasterServer.PollHostList().Length != 0) { var hostData: HostData[] = MasterServer.PollHostList(); for (var i : int = 0; i < hostData.Length; i++) Debug.Log("Game name: " + hostData[i].gameName); MasterServer.ClearHostList(); } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Awake() { MasterServer.ClearHostList(); MasterServer.RequestHostList("LarusTest"); } void Update() { if (MasterServer.PollHostList().Length != 0) { HostData[] hostData = MasterServer.PollHostList(); int i = 0; while (i < hostData.Length) { Debug.Log("Game name: " + hostData[i].gameName); i++; } MasterServer.ClearHostList(); } } }