Class NetworkManager
The main component of the library
Inherited Members
Namespace: Unity.Netcode
Syntax
[AddComponentMenu("Netcode/NetworkManager", -100)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
Fields
LogLevel
The log level to use
Declaration
[HideInInspector]
public LogLevel LogLevel
Field Value
Type | Description |
---|---|
LogLevel |
NetworkConfig
The current NetworkConfig
Declaration
[HideInInspector]
public NetworkConfig NetworkConfig
Field Value
Type | Description |
---|---|
NetworkConfig |
PendingClients
Gets a dictionary of the clients that have been accepted by the transport but are still pending by the Netcode. This is only populated on the server.
Declaration
public readonly Dictionary<ulong, PendingClient> PendingClients
Field Value
Type | Description |
---|---|
Dictionary<UInt64, PendingClient> |
RunInBackground
Gets or sets if the application should be set to run in background
Declaration
[HideInInspector]
public bool RunInBackground
Field Value
Type | Description |
---|---|
Boolean |
ServerClientId
The client id used to represent the server
Declaration
public const ulong ServerClientId = 0UL
Field Value
Type | Description |
---|---|
UInt64 |
Properties
ConnectedClients
Gets a dictionary of connected clients and their clientId keys. This is only accessible on the server.
Declaration
public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients { get; }
Property Value
Type | Description |
---|---|
IReadOnlyDictionary<UInt64, NetworkClient> |
ConnectedClientsIds
Gets a list of just the IDs of all connected clients. This is only accessible on the server.
Declaration
public IReadOnlyList<ulong> ConnectedClientsIds { get; }
Property Value
Type | Description |
---|---|
IReadOnlyList<UInt64> |
ConnectedClientsList
Gets a list of connected clients. This is only accessible on the server.
Declaration
public IReadOnlyList<NetworkClient> ConnectedClientsList { get; }
Property Value
Type | Description |
---|---|
IReadOnlyList<NetworkClient> |
ConnectedHostname
The current host name we are connected to, used to validate certificate
Declaration
public string ConnectedHostname { get; }
Property Value
Type | Description |
---|---|
String |
ConnectionApprovalCallback
The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection
Declaration
public Action<NetworkManager.ConnectionApprovalRequest, NetworkManager.ConnectionApprovalResponse> ConnectionApprovalCallback { get; set; }
Property Value
Type | Description |
---|---|
Action<NetworkManager.ConnectionApprovalRequest, NetworkManager.ConnectionApprovalResponse> |
CustomMessagingManager
Gets the CustomMessagingManager for this NetworkManager
Declaration
public CustomMessagingManager CustomMessagingManager { get; }
Property Value
Type | Description |
---|---|
CustomMessagingManager |
IsClient
Gets Whether or not a client is running
Declaration
public bool IsClient { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsConnectedClient
Gets if we are connected as a client
Declaration
public bool IsConnectedClient { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsHost
Gets if we are running as host
Declaration
public bool IsHost { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsListening
Gets Whether or not we are listening for connections
Declaration
public bool IsListening { get; }
Property Value
Type | Description |
---|---|
Boolean |
IsServer
Gets Whether or not a server is running
Declaration
public bool IsServer { get; }
Property Value
Type | Description |
---|---|
Boolean |
LocalClient
Gets the local NetworkClient for this client.
Declaration
public NetworkClient LocalClient { get; }
Property Value
Type | Description |
---|---|
NetworkClient |
LocalClientId
Returns ServerClientId if IsServer or LocalClientId if not
Declaration
public ulong LocalClientId { get; }
Property Value
Type | Description |
---|---|
UInt64 |
LocalTime
The local NetworkTime
Declaration
public NetworkTime LocalTime { get; }
Property Value
Type | Description |
---|---|
NetworkTime |
NetworkTickSystem
Accessor for the NetworkTickSystem of the NetworkManager.
Declaration
public NetworkTickSystem NetworkTickSystem { get; }
Property Value
Type | Description |
---|---|
NetworkTickSystem |
NetworkTimeSystem
Accessor for the NetworkTimeSystem of the NetworkManager. Prefer the use of the LocalTime and ServerTime properties
Declaration
public NetworkTimeSystem NetworkTimeSystem { get; }
Property Value
Type | Description |
---|---|
NetworkTimeSystem |
PrefabHandler
The NetworkPrefabHandler instance created after starting the NetworkManager
Declaration
public NetworkPrefabHandler PrefabHandler { get; }
Property Value
Type | Description |
---|---|
NetworkPrefabHandler |
SceneManager
The NetworkSceneManager instance created after starting the NetworkManager
Declaration
public NetworkSceneManager SceneManager { get; }
Property Value
Type | Description |
---|---|
NetworkSceneManager |
ServerTime
The NetworkTime on the server
Declaration
public NetworkTime ServerTime { get; }
Property Value
Type | Description |
---|---|
NetworkTime |
ShutdownInProgress
Can be used to determine if the NetworkManager is currently shutting itself down
Declaration
public bool ShutdownInProgress { get; }
Property Value
Type | Description |
---|---|
Boolean |
Singleton
The singleton instance of the NetworkManager
Declaration
public static NetworkManager Singleton { get; }
Property Value
Type | Description |
---|---|
NetworkManager |
SpawnManager
Gets the SpawnManager for this NetworkManager
Declaration
public NetworkSpawnManager SpawnManager { get; }
Property Value
Type | Description |
---|---|
NetworkSpawnManager |
Methods
AddNetworkPrefab(GameObject)
Adds a new prefab to the network prefab list. This can be any GameObject with a NetworkObject component, from any source (addressables, asset bundles, Resource.Load, dynamically created, etc)
There are three limitations to this method:
- If you have NetworkConfig.ForceSamePrefabs enabled, you can only do this before starting networking, and the server and all connected clients must all have the same exact set of prefabs added via this method before connecting
- Adding a prefab on the server does not automatically add it on the client - it's up to you to make sure the client and server are synchronized via whatever method makes sense for your game (RPCs, configs, deterministic loading, etc)
- If the server sends a Spawn message to a client that has not yet added a prefab for, the spawn message and any other relevant messages will be held for a configurable time (default 1 second, configured via NetworkConfig.SpawnTimeout) before an error is logged. This is intented to enable the SDK to gracefully handle unexpected conditions (slow disks, slow network, etc) that slow down asset loading. This timeout should not be relied on and code shouldn't be written around it - your code should be written so that the asset is expected to be loaded before it's needed.
Declaration
public void AddNetworkPrefab(GameObject prefab)
Parameters
Type | Name | Description |
---|---|---|
GameObject | prefab |
Exceptions
Type | Condition |
---|---|
Exception |
DisconnectClient(UInt64)
Disconnects the remote client.
Declaration
public void DisconnectClient(ulong clientId)
Parameters
Type | Name | Description |
---|---|---|
UInt64 | clientId | The ClientId to disconnect |
GetNetworkPrefabOverride(GameObject)
Returns the GameObject to use as the override as could be defined within the NetworkPrefab list Note: This should be used to create GameObject pools (with NetworkObject components) under the scenario where you are using the Host model as it spawns everything locally. As such, the override will not be applied when spawning locally on a Host. Related Classes and Interfaces: NetworkPrefabHandler INetworkPrefabInstanceHandler
Declaration
public GameObject GetNetworkPrefabOverride(GameObject gameObject)
Parameters
Type | Name | Description |
---|---|---|
GameObject | gameObject | the GameObject to be checked for a NetworkManager defined NetworkPrefab override |
Returns
Type | Description |
---|---|
GameObject | a GameObject that is either the override or if no overrides exist it returns the same as the one passed in as a parameter |
NetworkUpdate(NetworkUpdateStage)
The update method that is being executed in the context of related NetworkUpdateStage.
Declaration
public void NetworkUpdate(NetworkUpdateStage updateStage)
Parameters
Type | Name | Description |
---|---|---|
NetworkUpdateStage | updateStage | The NetworkUpdateStage that is being executed. |
Implements
RemoveNetworkPrefab(GameObject)
Remove a prefab from the prefab list. As with AddNetworkPrefab, this is specific to the client it's called on - calling it on the server does not automatically remove anything on any of the client processes.
Like AddNetworkPrefab, when NetworkConfig.ForceSamePrefabs is enabled, this cannot be called after connecting.
Declaration
public void RemoveNetworkPrefab(GameObject prefab)
Parameters
Type | Name | Description |
---|---|---|
GameObject | prefab |
SetSingleton()
Set this NetworkManager instance as the static NetworkManager singleton
Declaration
public void SetSingleton()
Shutdown(Boolean)
Globally shuts down the library. Disconnects clients if connected and stops server if running.
Declaration
public void Shutdown(bool discardMessageQueue = false)
Parameters
Type | Name | Description |
---|---|---|
Boolean | discardMessageQueue | If false, any messages that are currently in the incoming queue will be handled, and any messages in the outgoing queue will be sent, before the shutdown is processed. If true, NetworkManager will shut down immediately, and any unprocessed or unsent messages will be discarded. |
StartClient()
Starts a client
Declaration
public bool StartClient()
Returns
Type | Description |
---|---|
Boolean | ( |
StartHost()
Starts a Host
Declaration
public bool StartHost()
Returns
Type | Description |
---|---|
Boolean | ( |
StartServer()
Starts a server
Declaration
public bool StartServer()
Returns
Type | Description |
---|---|
Boolean | ( |
Events
OnClientConnectedCallback
The callback to invoke once a client connects. This callback is only ran on the server and on the local client that connects.
Declaration
public event Action<ulong> OnClientConnectedCallback
Event Type
Type | Description |
---|---|
Action<UInt64> |
OnClientDisconnectCallback
The callback to invoke when a client disconnects. This callback is only ran on the server and on the local client that disconnects.
Declaration
public event Action<ulong> OnClientDisconnectCallback
Event Type
Type | Description |
---|---|
Action<UInt64> |
OnServerStarted
The callback to invoke once the server is ready
Declaration
public event Action OnServerStarted
Event Type
Type | Description |
---|---|
Action |
OnTransportFailure
The callback to invoke if the NetworkTransport fails.
Declaration
public event Action OnTransportFailure
Event Type
Type | Description |
---|---|
Action |
Remarks
A failure of the transport is always followed by the NetworkManager shutting down. Recovering from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or recreating a new service allocation depending on the transport) and restarting the client/server/host.