言語: 日本語
  • C#
  • JS
  • Boo

スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

MasterServer.RegisterHost

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function RegisterHost(gameTypeName: string, gameName: string, comment: string = ""): void;
public static void RegisterHost(string gameTypeName, string gameName, string comment = "");
public static def RegisterHost(gameTypeName as string, gameName as string, comment as string = "") as void

Description

マスターサーバーにサーバーを登録します。

マスターサーバーのアドレス情報が変更されない場合は、デフォルトであるUnity Technologies 社が用意したマスターサーバーを使用します。

	function OnGUI() {
		if (GUILayout.Button ("Start Server")) {
			// Use NAT punchthrough if no public IP present
			var useNat = !Network.HavePublicAddress();
			Network.InitializeServer(32, 25002, useNat);
			MasterServer.RegisterHost("MyUniqueGameType", 
				"JohnDoes game", "l33t game for all");
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void OnGUI() {
        if (GUILayout.Button("Start Server")) {
            bool useNat = !Network.HavePublicAddress();
            Network.InitializeServer(32, 25002, useNat);
            MasterServer.RegisterHost("MyUniqueGameType", "JohnDoes game", "l33t game for all");
        }
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def OnGUI() as void:
		if GUILayout.Button('Start Server'):
			useNat as bool = (not Network.HavePublicAddress())
			Network.InitializeServer(32, 25002, useNat)
			MasterServer.RegisterHost('MyUniqueGameType', 'JohnDoes game', 'l33t game for all')