Class AddPlayerMessage
This is passed to handler funtions registered for the AddPlayer built-in message.
Namespace: UnityEngine.Networking.NetworkSystem
Syntax
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class AddPlayerMessage : MessageBase
Fields
msgData
The extra message data included in the AddPlayerMessage.
Declaration
public byte[] msgData
Field Value
Type | Description |
---|---|
Byte[] |
msgSize
The size of the extra message data included in the AddPlayerMessage.
Declaration
public int msgSize
Field Value
Type | Description |
---|---|
Int32 |
playerControllerId
The playerId of the new player.
This is specified by the client when they call NetworkClient.AddPlayer(someId).
The HLAPI treats players and clients as separate GameObjects. In most cases, there is a single player for each client, but in some situations (for example, when there are multiple controllers connected to a console system) there might be multiple player GameObjects for a single connection. When there are multiple players for a single connection, use the playerControllerId property to tell them apart. This is an identifier that is scoped to the connection, so that it maps to the id of the controller associated with the player on that client.
Declaration
public short playerControllerId
Field Value
Type | Description |
---|---|
Int16 |
Methods
Deserialize(NetworkReader)
Declaration
public override void Deserialize(NetworkReader reader)
Parameters
Type | Name | Description |
---|---|---|
NetworkReader | reader |
Overrides
Serialize(NetworkWriter)
Declaration
public override void Serialize(NetworkWriter writer)
Parameters
Type | Name | Description |
---|---|---|
NetworkWriter | writer |