Called on clients or servers when reporting events from the MasterServer.
Like, for example, when a host list has been received or host registration succeeded.
	function Start () {
		Network.InitializeServer(32, 25000);
	}
		
	function OnServerInitialized() {
		MasterServer.RegisterHost( "MyGameVer1.0.0_42"
			, "My Game Instance"
			, "This is a comment and place to store data");
	}
		
	function OnMasterServerEvent(msEvent: MasterServerEvent) {
		if (msEvent == MasterServerEvent.RegistrationSucceeded) {
			Debug.Log("Server registered");
		}
	}
      using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { Network.InitializeServer(32, 25000); } void OnServerInitialized() { MasterServer.RegisterHost("MyGameVer1.0.0_42", "My Game Instance", "This is a comment and place to store data"); } void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.RegistrationSucceeded) Debug.Log("Server registered"); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Start() as void: Network.InitializeServer(32, 25000) def OnServerInitialized() as void: MasterServer.RegisterHost('MyGameVer1.0.0_42', 'My Game Instance', 'This is a comment and place to store data') def OnMasterServerEvent(msEvent as MasterServerEvent) as void: if msEvent == MasterServerEvent.RegistrationSucceeded: Debug.Log('Server registered')