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    Struct UnityTransport.ConnectionAddressData

    Structure to store the address to connect to

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Netcode.Transports.UTP
    Assembly: Unity.Netcode.Runtime.dll
    Syntax
    [Serializable]
    public struct UnityTransport.ConnectionAddressData

    Fields

    Address

    IP address of the server (address to which clients will connect to).

    Declaration
    [Tooltip("IP address of the server (address to which clients will connect to).")]
    [SerializeField]
    public string Address
    Field Value
    Type Description
    string

    Port

    UDP port of the server.

    Declaration
    [Tooltip("UDP port of the server.")]
    [SerializeField]
    public ushort Port
    Field Value
    Type Description
    ushort

    ServerListenAddress

    IP address the server will listen on. If not provided, will use localhost.

    Declaration
    [Tooltip("IP address the server will listen on. If not provided, will use localhost.")]
    [SerializeField]
    public string ServerListenAddress
    Field Value
    Type Description
    string

    Properties

    IsIpv6

    Declaration
    public bool IsIpv6 { get; }
    Property Value
    Type Description
    bool

    ListenEndPoint

    Endpoint (IP address and port) server will listen/bind on.

    Declaration
    public NetworkEndpoint ListenEndPoint { get; }
    Property Value
    Type Description
    NetworkEndpoint

    ServerEndPoint

    Endpoint (IP address and port) clients will connect to.

    Declaration
    public NetworkEndpoint ServerEndPoint { get; }
    Property Value
    Type Description
    NetworkEndpoint
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