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。

Network.InitializeServer

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 InitializeServer(connections: int, listenPort: int, useNat: bool): NetworkConnectionError;
public static NetworkConnectionError InitializeServer(int connections, int listenPort, bool useNat);
public static def InitializeServer(connections as int, listenPort as int, useNat as bool) as NetworkConnectionError

Description

サーバーを初期化します

/connections/ is the number of allowed incoming connections (note that this is generally not the same as the number of players). /listenPort/ is the port number we want to listen to. /useNat/ sets the NAT punchthrough functionality. If you want this server to be able to accept connections using NAT punchthrough, using the facilitator, set this to true.

	function LaunchServer () {
		Network.incomingPassword = "HolyMoly";
		var useNat = !Network.HavePublicAddress();
		Network.InitializeServer(32, 25000, useNat);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void LaunchServer() {
        Network.incomingPassword = "HolyMoly";
        bool useNat = !Network.HavePublicAddress();
        Network.InitializeServer(32, 25000, useNat);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def LaunchServer() as void:
		Network.incomingPassword = 'HolyMoly'
		useNat as bool = (not Network.HavePublicAddress())
		Network.InitializeServer(32, 25000, useNat)