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    Struct NetworkId

    The connection identifier assigned by the server to the incoming client connection. The NetworkIdComponent is used as temporary client identifier for the current session. When a client disconnects, its network id can be reused by the server, and assigned to a new, incoming connection (on a a "first come, first serve" basis). Thus, there is no guarantee that a disconnecting client will receive the same network id once reconnected. As such, the network identifier should never be used to persist - and then retrieve - information for a given client/player.

    Implements
    IComponentData
    IQueryTypeParameter
    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 NetworkId : IComponentData, IQueryTypeParameter

    Fields

    Value

    The network identifier assigned by the server. A valid identifier it is always greater than 0.

    Declaration
    public int Value
    Field Value
    Type Description
    int

    Methods

    ToFixedString()

    Returns 'NID[value]'.

    Declaration
    public FixedString32Bytes ToFixedString()
    Returns
    Type Description
    FixedString32Bytes

    Returns 'NID[value]'.

    Implements

    Unity.Entities.IComponentData
    Unity.Entities.IQueryTypeParameter
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