Struct ConnectionApproved
Add this component to a ServerWorld network connection entity, to denote that it has been approved by your logic. It will be added automatically on the client, once the connection is approved.
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
public struct ConnectionApproved : IComponentData, IQueryTypeParameter
Remarks
Typically: The flow is that you'll send a game-specific IApprovalRpcCommand to the server,
containing a authentication secret fetched from your game backend. The server RPC handling logic then needs
to authenticate this secret, and - if valid - add this component to denote (to netcode) that this connection is
approved.
If the client fails authentication, either allow them to timeout, or manually disconnect them with
ApprovalFailure.