Struct NetCodeConnectionEvent
Contains a single, discrete client connect / disconnect event.
Raised any time any connection changes Connection
Inherited Members
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 Network
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 |
---|---|
Network |
DisconnectReason
Only valid when State is Disconnected.
Declaration
public NetworkStreamDisconnectReason DisconnectReason
Field Value
Type | Description |
---|---|
Network |
Id
The Network
Declaration
public NetworkId Id
Field Value
Type | Description |
---|---|
Network |
State
The current value of the Connection
Declaration
public ConnectionState.State State
Field Value
Type | Description |
---|---|
Connection |
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 |
---|---|
Fixed |
Returns a human-readable print of values. |