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    Struct NetworkStreamReceiveSystem

    The NetworkStreamReceiveSystem is one of the most important system of the NetCode package and its fundamental job is to manage all the NetworkStreamConnection life-cycles (creation, update, destruction), and receiving all the NetworkStreamProtocol message types. It is responsible also responsible for:

    - creating the NetworkStreamDriver singleton (see also NetworkDriverStore and Unity.Networking.Transport.NetworkDriver).

    - handling the driver migration (see DriverMigrationSystem and MigrationTicket).

    - listening and accepting incoming connections (server).

    - exchanging the NetworkProtocolVersion during the initial handshake.

    - updating the ConnectionState state component if present.

    Implements
    ISystem
    ISystemCompilerGenerated
    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
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(NetworkReceiveSystemGroup))]
    [CreateAfter(typeof(RpcSystem))]
    [BurstCompile]
    public struct NetworkStreamReceiveSystem : ISystem, ISystemCompilerGenerated

    Properties

    DriverConstructor

    Assign your INetworkStreamDriverConstructor to customize the Unity.Networking.Transport.NetworkDriver construction.

    Declaration
    public static INetworkStreamDriverConstructor DriverConstructor { get; set; }
    Property Value
    Type Description
    INetworkStreamDriverConstructor

    Implements

    ISystem
    Unity.Entities.ISystemCompilerGenerated
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