This is a specialized NetworkManager that includes a networked lobby.
The lobby has slots that track the joined players, and a maximum player count that is enforced. It requires that the NetworkLobbyPlayer component be on the lobby player objects.
NetworkLobbyManager is derived from NetworkManager, and so it implements many of the virtual functions provided by the NetworkManager class. To avoid accidentally replacing functionality of the NetworkLobbyManager, there are new virtual functions on the NetworkLobbyManager that begin with "OnLobby". These should be used on classes derived from NetworkLobbyManager instead of the virtual functions on NetworkManager.
The OnLobby*() functions have empty implementations on the NetworkLobbyManager base class, so the base class functions do not have to be called.
gamePlayerPrefab | This is the prefab of the player to be created in the PlayScene. |
lobbyPlayerPrefab | This is the prefab of the player to be created in the LobbyScene. |
lobbyScene | The scene to use for the lobby. This is similar to the offlineScene of the NetworkManager. |
lobbySlots | These slots track players that enter the lobby. |
maxPlayers | The maximum number of players allowed in the game. |
maxPlayersPerConnection | The maximum number of players per connection. |
minPlayers | The minimum number of players required to be ready for the game to start. |
playScene | The scene to use for the playing the game from the lobby. This is similar to the onlineScene of the NetworkManager. |
showLobbyGUI | This flag enables display of the default lobby UI. |
CheckReadyToBegin | CheckReadyToBegin checks all of the players in the lobby to see if their readyToBegin flag is set. |
OnLobbyClientAddPlayerFailed | Called on the client when adding a player to the lobby fails. |
OnLobbyClientConnect | This is called on the client when it connects to server. |
OnLobbyClientDisconnect | This is called on the client when disconnected from a server. |
OnLobbyClientEnter | This is a hook to allow custom behaviour when the game client enters the lobby. |
OnLobbyClientExit | This is a hook to allow custom behaviour when the game client exits the lobby. |
OnLobbyClientSceneChanged | This is called on the client when the client is finished loading a new networked scene. |
OnLobbyServerConnect | This is called on the server when a new client connects to the server. |
OnLobbyServerCreateGamePlayer | This allows customization of the creation of the GamePlayer object on the server. |
OnLobbyServerCreateLobbyPlayer | This allows customization of the creation of the lobby-player object on the server. |
OnLobbyServerDisconnect | This is called on the server when a client disconnects. |
OnLobbyServerPlayerRemoved | This is called on the server when a player is removed. |
OnLobbyServerPlayersReady | This is called on the server when all the players in the lobby are ready. |
OnLobbyServerSceneChanged | This is called on the server when a networked scene finishes loading. |
OnLobbyServerSceneLoadedForPlayer | This is called on the server when it is told that a client has finished switching from the lobby scene to a game player scene. |
OnLobbyStartClient | This is called on the client when a client is started. |
OnLobbyStartHost | This is called on the host when a host is started. |
OnLobbyStartServer | This is called on the server when the server is started - including when a host is started. |
OnLobbyStopClient | This is called on the client when the client stops. |
OnLobbyStopHost | This is called on the host when the host is stopped. |
SendReturnToLobby | Sends a message to the server to make the game return to the lobby scene. |
ServerReturnToLobby | Calling this causes the server to switch back to the lobby scene. |
TryToAddPlayer | This is used on clients to attempt to add a player to the game. |
networkSceneName | Nombre de la escena de red actual. |
singleton | The NetworkManager singleton object. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | El tag de este game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
useGUILayout | Disabling this lets you skip the GUI layout phase. |
Networking.NetworkManager | Bandera para controlar si se muestra el UI de red por defecto. |
autoCreatePlayer | Valor booleano para controlar si los objetos de jugador serán o no creados a la hora de conectar, o en un cambio de escena. |
channels | Los canales de QoS (Calidad de servicio) que serán usados en la capa de transporte de red. |
client | El NetworkCliente actual que está siendo usado por el gestor. |
clientLoadedScene | Es llamado en el cliente cuando se conecta a un servidor. |
connectionConfig | Configuración personalizada de red a ser usada. |
customConfig | Valor booleano para habilitar la configuración personalizada de red. |
dontDestroyOnLoad | Bandera binaria para controlar si el objeto de NetworkManager será destruido cuando haya un cambio de escena. |
globalConfig | Configuración personalizada de red a ser usada. |
isNetworkActive | Tendrá valor true si está activo el NetworkServer o NetworkClient. |
logLevel | Nivel de profundidad de mensajes de log para redes. |
matches | The list of matches that are available to join. |
matchHost | Dirección del servidor de matchmaking. |
matchInfo | Instancia de MatchInfo que será usada cuando se llame a StartServer() o a StartClient(). |
matchMaker | The UMatch matchmaker object. |
matchName | The name of the current match. |
matchPort | The port of the matchmaking service. |
matchSize | The maximum number of players in the current match. |
maxConnections | Número máximo de conexiones concurrentes de red que serán soportadas. |
maxDelay | Tiempo máximo de demora entre cada envío de paquetes en una conexión. |
migrationManager | Método actual para generar los jugadores usados por el NetworkManager. |
networkAddress | La dirección de red que está actualmente en uso. |
networkPort | Puerto de red que está actualmente en uso. |
numPlayers | NumPlayers es el número de objetos de jugador activos a través de todas las conexiones en el servidor. |
offlineScene | Escena a colocar cuando la conexión esté fuera de línea. |
onlineScene | Escena a colocar cuando la conexión está en línea. |
packetLossPercentage | Porcentaje de paquetes entrantes y salientes que serán ignorados por los clientes (simulación de pérdida de paquetes). |
playerPrefab | El prefab por omisión que será usado para crear objetos de jugador en el servidor. |
playerSpawnMethod | Método actual para generar los jugadores usados por el NetworkManager. |
runInBackground | Controla si el programa se ejecuta cuando está en segundo plano. |
scriptCRCCheck | Flag for using the script CRC check between server and clients. |
secureTunnelEndpoint | Permite especificar un objeto EndPoint en vez de utilizar los valores networkAddress y networkPort (es requerido para algunas plataformas como Xbox One). |
serverBindAddress | Coloca la dirección del servicio matchmaker. |
serverBindToIP | Flag to tell the server whether to bind to a specific IP address. |
simulatedLatency | Tiempo de demora en milisegundos para ser agregado en el manejo de paquetes entrantes y salientes en los clientes (simulación de latencia). |
spawnPrefabs | Lista de prefabs que serán registrados en el sistema de generación (spawning). |
startPositions | Lista de posiciones de inicio registradas actualmente para la escena actual. |
useSimulator | Bandera binaria para controlar si los clientes iniciados por este NetworkManager usarán simulaciones de latencia y de pérdida de paquetes. |
useWebSockets | This makes the NetworkServer listen for WebSockets connections instead of normal transport layer connections. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
Invoke | Invokes the method methodName in time seconds. |
InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
IsInvoking | Is any invoke on methodName pending? |
StartCoroutine | Starts a coroutine. |
StopAllCoroutines | Stops all coroutines running on this behaviour. |
StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. |
GetStartPosition | Encuentra una posición de generación basado en los objetos de NetworkStartPosition en la escena. |
IsClientConnected | This checks if the NetworkManager has a client and that it is connected to a server. |
OnClientConnect | Es llamado en el cliente cuando se conecta a un servidor. |
OnClientDisconnect | Es llamado en los clientes cuando se desconectan de un servidor. |
OnClientError | Es llamado en los clientes cuando ocurre un error de red. |
OnClientNotReady | Es llamado en los clientes cuando un servidor le indica al cliente que ya no está listo. |
OnClientSceneChanged | Es llamado en los clientes cuando una escena ha sido cargada completamente, cuando la escena cargada fue iniciada por el servidor. |
OnMatchCreate | This is invoked when a match has been created. |
OnMatchJoined | This is invoked when a match is joined. |
OnMatchList | This is invoked when a list of matches is returned from ListMatches(). |
OnServerAddPlayer | Es llamado en el servidor cuando un cliente agrega un nuevo jugador. |
OnServerConnect | Es llamado en el servidor cuando se conecta un cliente nuevo. |
OnServerDisconnect | Es llamado en el servidor cuando un cliente se desconecta. |
OnServerError | Es llamado en el servidor cuando ocurre un error de red en una conexión de cliente. |
OnServerReady | Es llamado en el servidor cuando un cliente se encuentra listo. |
OnServerRemovePlayer | Es llamado en el servidor cuando un cliente remueve a un jugador. |
OnServerSceneChanged | Es llamado en el servidor cuando una escena ha sido cargada completamente, cuando la carga de la escena fue inicializada por el servidor con ServerChangeScene(). |
OnStartClient | This is a hook that is invoked when the client is started. |
OnStartHost | This hook is invoked when a host is started. |
OnStartServer | This hook is invoked when a server is started - including when a host is started. |
OnStopClient | This hook is called when a client is stopped. |
OnStopHost | This hook is called when a host is stopped. |
OnStopServer | This hook is called when a server is stopped - including when a host is stopped. |
ServerChangeScene | Ocasiona que el servidor cambie de escena y configura el networkSceneId. |
SetMatchHost | Coloca la dirección del servicio matchmaker. |
SetupMigrationManager | This sets up a NetworkMigrationManager object to work with this NetworkManager. |
StartClient | Arranca un cliente de red. Utiliza las propiedades networkAddress y networkPort como la dirección a la que hay que conectar. |
StartHost | Inicia un "anfitrión" de red - un cliente y un servidor en la misma aplicación. |
StartMatchMaker | Crea un matchmaker UMatch para el NetworkManager. |
StartServer | Arranca un nuevo servidor. |
StopClient | Detiene al cliente que está utilizando el gestor. |
StopHost | Detiene tanto el cliente como el servidor que el gestor está utilizando. |
StopMatchMaker | Detiene el matchmaker que está utilizando el NetworkManager. |
StopServer | Detiene al servidor que está utilizando el gestor. |
UseExternalClient | This allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). |
GetInstanceID | Returns the instance id of the object. |
ToString | Devuelve el nombre del objeto. |
Logs message to the Unity Console (identical to Debug.Log). | |
RegisterStartPosition | Registra el transform de un Game Object como una ubicación para generación de jugadores. |
Shutdown | Shuts down the NetworkManager completely and destroy the singleton. |
UnRegisterStartPosition | Elimina el registro del transform de un Game Object como una ubicación para generación de jugadores. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Devuelve el nombre del objeto. |
bool | ¿Existe el objeto? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Awake | Awake is called when the script instance is being loaded. |
FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
OnApplicationFocus | Sent to all game objects when the player gets or loses focus. |
OnApplicationPause | Sent to all game objects when the player pauses. |
OnApplicationQuit | Sent to all game objects before the application is quit. |
OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
OnCollisionEnter | OnCollisionEnter se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody. |
OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
OnConnectedToServer | Called on the client when you have successfully connected to a server. |
OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
OnDestroy | This function is called when the MonoBehaviour will be destroyed. |
OnDisable | This function is called when the behaviour becomes disabled () or inactive. |
OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
OnDrawGizmosSelected | Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. |
OnEnable | This function is called when the object becomes enabled and active. |
OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
OnGUI | OnGUI is called for rendering and handling GUI events. |
OnJointBreak | Called when a joint attached to the same game object broke. |
OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
OnLevelWasLoaded | This function is called after a new level was loaded. |
OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
OnParticleCollision | OnParticleCollision is called when a particle hits a collider. |
OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
OnPreCull | OnPreCull is called before a camera culls the scene. |
OnPreRender | OnPreRender se llama antes de que la cámara comience a renderizar la escena. |
OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. |
OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. |
Reset | Reset to default values. |
Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
Update | Update is called every frame, if the MonoBehaviour is enabled. |