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.