Class NetworkManagerHandlesLargePacket.NetworkManagerWithLargePacket
Inheritance
NetworkManagerHandlesLargePacket.NetworkManagerWithLargePacket
Inherited Members
Namespace: Global Namespace
Assembly: com.unity.multiplayer-hlapi.Tests.dll
Syntax
public class NetworkManagerHandlesLargePacket.NetworkManagerWithLargePacket : NetworkManager
Methods
OnClientConnect(NetworkConnection)
Called on the client when connected to a server.
The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.
//Attach this script to a GameObject
//Create a Text GameObject(Create>UI>Text) and attach it to the Text field in the Inspector window
//This script changes the Text depending on if a client connects or disconnects to the server
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
public class Example : NetworkManager
{
//Assign a Text component in the GameObject's Inspector
public Text m_ClientText;
//Detect when a client connects to the Server
public override void OnClientConnect(NetworkConnection connection)
{
//Change the text to show the connection on the client side
m_ClientText.text = " " + connection.connectionId + " Connected!";
}
//Detect when a client connects to the Server
public override void OnClientDisconnect(NetworkConnection connection)
{
//Change the text to show the connection loss on the client side
m_ClientText.text = "Connection" + connection.connectionId + " Lost!";
}
}</code></pre>
Declaration
public override void OnClientConnect(NetworkConnection conn)
Parameters
Type | Name | Description |
---|---|---|
NetworkConnection | conn | Connection to the server. |