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    Struct NetCodeConnectionEvent

    Contains a single, discrete client connect / disconnect event. Raised any time any connection changes ConnectionState.State. These events are cleared automatically, by the netcode package. Do not consume them yourself.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode
    Assembly: Unity.NetCode.dll
    Syntax
    public struct NetCodeConnectionEvent
    Remarks

    These events are raised on client worlds, too, but only when said client connects to - or disconnects from - the server. I.e. You will NOT receive events for other players.

    Fields

    ConnectionEntity

    The entity containing the NetworkStreamConnection component.

    Declaration
    public Entity ConnectionEntity
    Field Value
    Type Description
    Entity

    ConnectionId

    The Value value of this connection entity.

    Declaration
    public NetworkConnection ConnectionId
    Field Value
    Type Description
    NetworkConnection

    DisconnectReason

    Only valid when State is Disconnected.

    Declaration
    public NetworkStreamDisconnectReason DisconnectReason
    Field Value
    Type Description
    NetworkStreamDisconnectReason

    Id

    The NetworkId of the client whom this event was raised on the behalf of.

    Declaration
    public NetworkId Id
    Field Value
    Type Description
    NetworkId

    State

    The current value of the ConnectionState.State.

    Declaration
    public ConnectionState.State State
    Field Value
    Type Description
    ConnectionState.State
    Remarks

    This event is raised any time this state changes. A single connection may therefore have multiple state changes per frame.

    Methods

    ToFixedString()

    Returns a human-readable print of values.

    Declaration
    public FixedString128Bytes ToFixedString()
    Returns
    Type Description
    FixedString128Bytes

    Returns a human-readable print of values.


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    In This Article
    • Fields
      • ConnectionEntity
      • ConnectionId
      • DisconnectReason
      • Id
      • State
    • Methods
      • ToFixedString()
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