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.
Assembly: Unity.NetCode.dll
Syntax
public struct NetworkId : IComponentData, IQueryTypeParameter, IEquatable<NetworkId>
Fields
Value
The network identifier assigned by the server. A valid identifier it is always greater than 0.
Declaration
Field Value
Methods
Equals(object)
Declaration
public override bool Equals(object obj)
Parameters
Type |
Name |
Description |
object |
obj |
|
Returns
Overrides
Equals(NetworkId)
Declaration
public bool Equals(NetworkId other)
Parameters
Returns
GetHashCode()
Declaration
public override int GetHashCode()
Returns
Overrides
ToFixedString()
Declaration
public FixedString32Bytes ToFixedString()
Returns
Type |
Description |
FixedString32Bytes |
Returns 'NID[value]'.
|
Operators
operator ==(NetworkId, NetworkId)
Declaration
public static bool operator ==(NetworkId left, NetworkId right)
Parameters
Returns
operator !=(NetworkId, NetworkId)
Declaration
public static bool operator !=(NetworkId left, NetworkId right)
Parameters
Returns
Implements