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    Class ReconnectMessage

    This network message is used when a client reconnect to the new host of a game.

    Inheritance
    object
    MessageBase
    ReconnectMessage
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Networking.NetworkSystem
    Assembly: com.unity.multiplayer-hlapi.Runtime.dll
    Syntax
    [Obsolete("The high level API classes are deprecated and will be removed in the future.")]
    public class ReconnectMessage : MessageBase

    Fields

    msgData

    Additional data.

    Declaration
    public byte[] msgData
    Field Value
    Type Description
    byte[]

    msgSize

    Size of additional data.

    Declaration
    public int msgSize
    Field Value
    Type Description
    int

    netId

    The networkId of this player on the old host.

    Declaration
    public NetworkInstanceId netId
    Field Value
    Type Description
    NetworkInstanceId

    oldConnectionId

    This client's connectionId on the old host.

    Declaration
    public int oldConnectionId
    Field Value
    Type Description
    int

    playerControllerId

    The playerControllerId of the player that is rejoining.

    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
    short

    Methods

    Deserialize(NetworkReader)

    This method is used to populate a message object from a NetworkReader stream.

    Developers may implement this method for precise control of serialization, but they do no have to. An implemenation of this method will be generated for derived classes.

    Declaration
    public override void Deserialize(NetworkReader reader)
    Parameters
    Type Name Description
    NetworkReader reader

    Stream to read from.

    Overrides
    MessageBase.Deserialize(NetworkReader)

    Serialize(NetworkWriter)

    The method is used to populate a NetworkWriter stream from a message object.

    Developers may implement this method for precise control of serialization, but they do no have to. An implemenation of this method will be generated for derived classes.

    Declaration
    public override void Serialize(NetworkWriter writer)
    Parameters
    Type Name Description
    NetworkWriter writer

    Stream to write to.

    Overrides
    MessageBase.Serialize(NetworkWriter)
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