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

Script language

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

Network.InitializeServer

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

Obsolete public static function InitializeServer(connections: int, listenPort: int): NetworkConnectionError;
Obsolete public static NetworkConnectionError InitializeServer(int connections, int listenPort);
public static function InitializeServer(connections: int, listenPort: int, useNat: bool): NetworkConnectionError;
public static NetworkConnectionError InitializeServer(int connections, int listenPort, bool useNat);

Description

Initialize the server.

connections is the number of allowed incoming connections (note that this is generally not the same as the number of players). listenPort is the port number we want to listen to. useNat sets the NAT punchthrough functionality. If you want this server to be able to accept connections using NAT punchthrough, using the facilitator, set this to true.

    function LaunchServer () {
        Network.incomingPassword = "HolyMoly";
        var useNat = !Network.HavePublicAddress();
        Network.InitializeServer(32, 25000, useNat);
    }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void LaunchServer() { Network.incomingPassword = "HolyMoly"; bool useNat = !Network.HavePublicAddress(); Network.InitializeServer(32, 25000, useNat); } }