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    Class NetworkManager

    The main component of the library

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    NetworkManager
    Implements
    INetworkUpdateSystem
    Inherited Members
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    Namespace: Unity.Netcode
    Assembly: Unity.Netcode.Runtime.dll
    Syntax
    [AddComponentMenu("Netcode/Network Manager", -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 netcode project configuration

    Declaration
    [HideInInspector]
    public NetworkConfig NetworkConfig
    Field Value
    Type Description
    NetworkConfig

    NetworkManagerExpanded

    Declaration
    [HideInInspector]
    public bool NetworkManagerExpanded
    Field Value
    Type Description
    bool

    OnFetchLocalPlayerPrefabToSpawn

    Distributed Authority Mode When a callback is assigned, this provides control over what player prefab a client will be using. This is invoked only when AutoSpawnPlayerPrefabClientSide is enabled.

    Declaration
    public NetworkManager.OnFetchLocalPlayerPrefabToSpawnDelegateHandler OnFetchLocalPlayerPrefabToSpawn
    Field Value
    Type Description
    NetworkManager.OnFetchLocalPlayerPrefabToSpawnDelegateHandler

    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<ulong, PendingClient>

    RpcTarget

    Provides access to the various SendTo targets at runtime, as well as runtime-bound targets like Single(ulong, RpcTargetUse), Unity.Netcode.RpcTarget.Group(NativeArray<ulong>), Unity.Netcode.RpcTarget.Group(NativeList<ulong>), Unity.Netcode.RpcTarget.Group(ulong[]), Unity.Netcode.RpcTarget.Group<T>(T), Unity.Netcode.RpcTarget.Not(ulong), Unity.Netcode.RpcTarget.Not(NativeArray<ulong>), Unity.Netcode.RpcTarget.Not(NativeList<ulong>), Unity.Netcode.RpcTarget.Not(ulong[]), and Unity.Netcode.RpcTarget.Not<T>(T)

    Declaration
    public RpcTarget RpcTarget
    Field Value
    Type Description
    RpcTarget

    RunInBackground

    Gets or sets if the application should be set to run in background

    Declaration
    [HideInInspector]
    public bool RunInBackground
    Field Value
    Type Description
    bool

    ServerClientId

    The client id used to represent the server

    Declaration
    public const ulong ServerClientId = 0
    Field Value
    Type Description
    ulong

    Properties

    AutoSpawnPlayerPrefabClientSide

    Distributed Authority Mode When enabled, the player prefab will be automatically spawned on the newly connected client-side.

    Declaration
    public bool AutoSpawnPlayerPrefabClientSide { get; }
    Property Value
    Type Description
    bool
    Remarks

    Refer to AutoSpawnPlayerPrefabClientSide to enable/disable automatic spawning of the player prefab. Alternately, override the FetchLocalPlayerPrefabToSpawn() to control what prefab the player should spawn.

    CMBServiceConnection

    Distributed Authority Mode Gets whether the NetworkManager is connected to a distributed authority state service. DAHost to determine if the instance is mocking the state service.

    Declaration
    public bool CMBServiceConnection { get; }
    Property Value
    Type Description
    bool

    ConnectedClients

    Gets a dictionary of connected clients and their clientId keys.

    Declaration
    public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients { get; }
    Property Value
    Type Description
    IReadOnlyDictionary<ulong, NetworkClient>

    ConnectedClientsIds

    Gets a list of just the IDs of all connected clients.

    Declaration
    public IReadOnlyList<ulong> ConnectedClientsIds { get; }
    Property Value
    Type Description
    IReadOnlyList<ulong>

    ConnectedClientsList

    Gets a list of connected clients.

    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>

    CurrentSessionOwner

    Declaration
    public ulong CurrentSessionOwner { get; }
    Property Value
    Type Description
    ulong

    CustomMessagingManager

    Gets the CustomMessagingManager for this NetworkManager

    Declaration
    public CustomMessagingManager CustomMessagingManager { get; }
    Property Value
    Type Description
    CustomMessagingManager

    DAHost

    Distributed Authority Mode Gets whether the current NetworkManager is running as a mock distributed authority state service (DAHost)

    Declaration
    public bool DAHost { get; }
    Property Value
    Type Description
    bool

    DisconnectReason

    When disconnected from the server, the server may send a reason. If a reason was sent, this property will tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called

    Declaration
    public string DisconnectReason { get; }
    Property Value
    Type Description
    string

    DistributedAuthorityMode

    Distributed Authority Mode Returns true if the current session is running in distributed authority mode.

    Declaration
    public bool DistributedAuthorityMode { get; }
    Property Value
    Type Description
    bool

    IsApproved

    Is true when the client has been approved.

    Declaration
    public bool IsApproved { get; }
    Property Value
    Type Description
    bool
    Remarks

    This only reflects the client's approved status and does not mean the client has finished the connection and synchronization process. The server-host will always be approved upon being starting the NetworkManager NetworkClient.IsConnectedClient

    IsClient

    Gets Whether or not a client is running

    Declaration
    public bool IsClient { get; }
    Property Value
    Type Description
    bool

    IsConnectedClient

    When true, the client is connected, approved, and synchronized with the server. IsConnected
    IsApproved

    Declaration
    public bool IsConnectedClient { get; }
    Property Value
    Type Description
    bool

    IsHost

    Gets if we are running as host

    Declaration
    public bool IsHost { get; }
    Property Value
    Type Description
    bool

    IsListening

    Is true when a server or host is listening for connections. Is true when a client is connecting or connected to a network session. Is false when not listening, connecting, or connected.

    Declaration
    public bool IsListening { get; }
    Property Value
    Type Description
    bool

    IsServer

    Gets Whether or not a server is running

    Declaration
    public bool IsServer { get; }
    Property Value
    Type Description
    bool

    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
    ulong

    LocalTime

    The local NetworkTime

    Declaration
    public NetworkTime LocalTime { get; }
    Property Value
    Type Description
    NetworkTime

    MaximumFragmentedMessageSize

    Sets the maximum size of a message (or message batch) passed through the transport with the ReliableFragmented delivery. Warning: setting this value too low may result in the SDK becoming non-functional with projects that have a large number of NetworkBehaviours or NetworkVariables, as the SDK relies on the transport's ability to fragment some messages when they grow beyond the MTU size.

    Declaration
    public int MaximumFragmentedMessageSize { get; set; }
    Property Value
    Type Description
    int

    MaximumTransmissionUnitSize

    Sets the maximum size of a single non-fragmented message (or message batch) passed through the transport. This should represent the transport's default MTU size, minus any transport-level overhead. This value will be used for any remote endpoints that haven't had per-endpoint MTUs set. This value is also used as the size of the temporary buffer used when serializing a single message (to avoid serializing multiple times when sending to multiple endpoints), and thus should be large enough to ensure it can hold each message type. This value defaults to 1296.

    Declaration
    public int MaximumTransmissionUnitSize { get; set; }
    Property Value
    Type Description
    int

    NetworkTickSystem

    Accessor property for the NetworkTickSystem of the NetworkManager.

    Declaration
    public NetworkTickSystem NetworkTickSystem { get; }
    Property Value
    Type Description
    NetworkTickSystem

    NetworkTimeSystem

    Accessor property 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

    ServerIsHost

    Gets whether or not the current server (local or remote) is a host - i.e., also a client

    Declaration
    public bool ServerIsHost { get; }
    Property Value
    Type Description
    bool

    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
    bool

    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)

    AddNetworkPrefab(GameObject)

    Declaration
    public void AddNetworkPrefab(GameObject prefab)
    Parameters
    Type Name Description
    GameObject prefab
    Exceptions
    Type Condition
    Exception

    DisconnectClient(ulong)

    Disconnects the remote client.

    Declaration
    public void DisconnectClient(ulong clientId)
    Parameters
    Type Name Description
    ulong clientId

    The ClientId to disconnect

    DisconnectClient(ulong, string)

    Disconnects the remote client.

    Declaration
    public void DisconnectClient(ulong clientId, string reason = null)
    Parameters
    Type Name Description
    ulong clientId

    The ClientId to disconnect

    string reason

    Disconnection reason. If set, client will receive a DisconnectReasonMessage and have the reason available in the NetworkManager.DisconnectReason property

    GetNetworkPrefabOverride(GameObject)

    GetNetworkPrefabOverride(GameObject)

    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

    GetPeerMTU(ulong)

    Queries the current MTU size for a client. If no MTU has been set for that client, will return MaximumTransmissionUnitSize

    Declaration
    public int GetPeerMTU(ulong clientId)
    Parameters
    Type Name Description
    ulong clientId
    Returns
    Type Description
    int

    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.

    OnValidateComponent()

    Declaration
    protected virtual void OnValidateComponent()

    RemoveNetworkPrefab(GameObject)

    RemoveNetworkPrefab(GameObject)

    Declaration
    public void RemoveNetworkPrefab(GameObject prefab)
    Parameters
    Type Name Description
    GameObject prefab

    SetPeerMTU(ulong, int)

    Set the maximum transmission unit for a specific peer. This determines the maximum size of a message batch that can be sent to that client. If not set for any given client, MaximumTransmissionUnitSize will be used instead.

    Declaration
    public void SetPeerMTU(ulong clientId, int size)
    Parameters
    Type Name Description
    ulong clientId
    int size

    SetSingleton()

    Set this NetworkManager instance as the static NetworkManager singleton

    Declaration
    public void SetSingleton()

    Shutdown(bool)

    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
    bool 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
    bool

    (true/false) returns true if NetworkManager started in client mode successfully.

    StartHost()

    Starts a Host

    Declaration
    public bool StartHost()
    Returns
    Type Description
    bool

    (true/false) returns true if NetworkManager started in host mode successfully.

    StartServer()

    Starts a server

    Declaration
    public bool StartServer()
    Returns
    Type Description
    bool

    (true/false) returns true if NetworkManager started in server mode successfully.

    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.

    It is recommended to use OnConnectionEvent instead, as this will eventually be deprecated

    Declaration
    public event Action<ulong> OnClientConnectedCallback
    Event Type
    Type Description
    Action<ulong>

    OnClientDisconnectCallback

    The callback to invoke when a client disconnects. This callback is only ran on the server and on the local client that disconnects.

    It is recommended to use OnConnectionEvent instead, as this will eventually be deprecated

    Declaration
    public event Action<ulong> OnClientDisconnectCallback
    Event Type
    Type Description
    Action<ulong>

    OnClientStarted

    The callback to invoke once the local client is ready

    Declaration
    public event Action OnClientStarted
    Event Type
    Type Description
    Action

    OnClientStopped

    The callback to invoke once the local client stops

    Declaration
    public event Action<bool> OnClientStopped
    Event Type
    Type Description
    Action<bool>
    Remarks

    The parameter states whether the client was running in host mode

    OnConnectionEvent

    The callback to invoke on any connection event. See ConnectionEvent and ConnectionEventData for more info.

    Declaration
    public event Action<NetworkManager, ConnectionEventData> OnConnectionEvent
    Event Type
    Type Description
    Action<NetworkManager, ConnectionEventData>

    OnDestroying

    Subscribe to this static event to get notifications when a NetworkManager instance is being destroyed.

    Declaration
    public static event Action<NetworkManager> OnDestroying
    Event Type
    Type Description
    Action<NetworkManager>

    OnInstantiated

    Subscribe to this static event to get notifications when a NetworkManager instance has been instantiated.

    Declaration
    public static event Action<NetworkManager> OnInstantiated
    Event Type
    Type Description
    Action<NetworkManager>

    OnReanticipate

    This callback is called after all individual OnReanticipate calls on AnticipatedNetworkVariable and AnticipatedNetworkTransform values have been invoked. The first parameter is a hash set of all the variables that have been changed on this frame (you can detect a particular variable by checking if the set contains it), while the second parameter is a set of all anticipated network transforms that have been changed. Both are passed as their base class type.

    The third parameter is the local time corresponding to the current authoritative server state (i.e., to determine the amount of time that needs to be re-simulated, you will use NetworkManager.LocalTime.Time - authorityTime).

    Declaration
    public event NetworkManager.ReanticipateDelegate OnReanticipate
    Event Type
    Type Description
    NetworkManager.ReanticipateDelegate

    OnServerStarted

    This callback is invoked when the local server is started and listening for incoming connections.

    Declaration
    public event Action OnServerStarted
    Event Type
    Type Description
    Action

    OnServerStopped

    This callback is invoked once the local server is stopped.

    Declaration
    public event Action<bool> OnServerStopped
    Event Type
    Type Description
    Action<bool>

    OnSessionOwnerPromoted

    Network Topology: Distributed Authority When a new session owner is promoted, this event is triggered on all connected clients

    Declaration
    public event NetworkManager.OnSessionOwnerPromotedDelegateHandler OnSessionOwnerPromoted
    Event Type
    Type Description
    NetworkManager.OnSessionOwnerPromotedDelegateHandler

    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.

    Implements

    INetworkUpdateSystem

    Extension Methods

    NetworkUpdateLoop.RegisterAllNetworkUpdates(INetworkUpdateSystem)
    NetworkUpdateLoop.RegisterNetworkUpdate(INetworkUpdateSystem, NetworkUpdateStage)
    NetworkUpdateLoop.UnregisterAllNetworkUpdates(INetworkUpdateSystem)
    NetworkUpdateLoop.UnregisterNetworkUpdate(INetworkUpdateSystem, NetworkUpdateStage)
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