UnityEngine.Networking An enumeration of the options that can be set on a network channel. The option to set the numbet of pending buffers for a channel. Class containing constants for default network channels. The id of the default reliable channel used by the UNet HLAPI, This channel is used for state updates and spawning. The id of the default unreliable channel used for the UNet HLAPI. This channel is used for movement updates. A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients. A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on clients, but not generate warnings. This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on clients from a server. The channel ID which this RPC transmission will use. A client manager which contains non-instance centrict client information and functions. A list of all players added to the game. This is a dictionary of networked objects that have been spawned on the client. This is a dictionary of the prefabs that are registered on the client. Returns true when a client's connection has been set to ready. The NetworkConnection object that is currently "ready". This is the connection being used connect to the server where objects are spawned from. The reconnectId to use when a client reconnects to the new host of a game after the old host was lost. This is dictionary of the disabled NetworkIdentity objects in the scene that could be spawned by messages from the server. This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. The connection to become ready for this client. The local player ID number. An extra message object that can be passed to the server for this player. True if player was added. This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. The connection to become ready for this client. The local player ID number. An extra message object that can be passed to the server for this player. True if player was added. This adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message. The connection to become ready for this client. The local player ID number. An extra message object that can be passed to the server for this player. True if player was added. This clears the registered spawn prefabs and spawn handler functions for this client. Create and connect a local client instance to the local server. A client object for communicating with the local server. Destroys all networked objects on the client. This finds the local NetworkIdentity object with the specified network Id. The id of a networked object. The game object that matches the netId. Signal that the client connection is ready to enter the game. The client connection which is ready. A constant ID used by the old host when it reconnects to the new host. An invalid reconnect Id. Registers a prefab with the UNET spawning system. A Prefab that will be spawned. A method to use as a custom spawnhandler on clients. A method to use as a custom un-spawnhandler on clients. An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id. Registers a prefab with the UNET spawning system. A Prefab that will be spawned. A method to use as a custom spawnhandler on clients. A method to use as a custom un-spawnhandler on clients. An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id. Registers a prefab with the UNET spawning system. A Prefab that will be spawned. A method to use as a custom spawnhandler on clients. A method to use as a custom un-spawnhandler on clients. An assetId to be assigned to this prefab. This allows a dynamically created game object to be registered for an already known asset Id. This is an advanced spawning funciotn that registers a custom assetId with the UNET spawning system. Custom assetId string. A method to use as a custom spawnhandler on clients. A method to use as a custom un-spawnhandler on clients. Remove the specified player ID from the game. The local player ID number . Returns true if the player was successfully destoyed and removed. NetId is a unique number assigned to all objects with NetworkIdentity components in a game. NetId of object. Networked object. Sets the Id that the ClientScene will use when reconnecting to a new host after host migration. The Id to use when reconnecting to a game. The set of known peers in the game. This may be null. Removes a registered spawn prefab. Removes a registered spawn handler function. This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on the server by sending a command from a client. The QoS channel to use to send this command on, see Networking.QosType. FilterLog is a utility class that controls the level of logging generated by UNET clients and servers. The current logging level that UNET is running with. The current logging level that UNET is running with. Checks if debug logging is enabled. Checks if error logging is enabled. Checks if info level logging is enabled. Checks if wanring level logging is enabled. Setting LogFilter.currentLogLevel to this will enable verbose debug logging. Setting LogFilter.currentLogLevel to this will error and above messages. Control how verbose the network log messages are. Show log messages with priority Debug and higher. Show log messages with priority Developer and higher, this it the most verbose setting. Show log messages with priority Error and higher. Show log messages with priority Fatal and higher. this is the least verbose setting. Show log messages with priority Info and higher. This is the default setting. Show log messages with priority Warning and higher. Setting LogFilter.currentLogLevel to this will log only info and above messages. This is the default level. Setting LogFilter.currentLogLevel to this will log wanring and above messages. Network message classes should be derived from this class. These message classes can then be sent using the various Send functions of NetworkConnection, NetworkClient and NetworkServer. This method is used to populate a message object from a NetworkReader stream. Stream to read from. The method is used to populate a NetworkWriter stream from a message object. Stream to write to. Container class for networking system built-in message types. Internal networking system message for adding player objects to client instances. Internal networking system message for sending synchronizing animation state. Internal networking system message for sending synchronizing animation parameter state. Internal networking system message for sending animation triggers. Internal networking system message for sending a command from client to server. Internal networking system message for communicating a connection has occurred. Internal networking system message for HLAPI CRC checking. Internal networking system message for communicating a disconnect has occurred,. Internal networking system message for communicating an error. The highest value of built-in networking system message ids. User messages must be above this value. The highest value of internal networking system message ids. User messages must be above this value. User code cannot replace these handlers. Internal networking system message for communicating failing to add lobby player. Internal networking system message for communicating a player is ready in the lobby. Internal networking system messages used to return the game to the lobby scene. Internal networking system message for communicating a lobby player has loaded the game scene. Internal networking system message for sending tranforms for client object from client to server. Internal networking system message for setting authority to a client for an object. Internal networking system message for sending tranforms from client to server. Returns the name of internal message types by their id. A internal message id value. The name of the internal message. Internal networking system message for sending information about network peers to clients. Internal networking system message for server to tell clients they are no longer ready. Internal networking system message for destroying objects. Internal networking system message for hiding objects. Internal networking system message for spawning objects. Internal networking system message for spawning scene objects. Internal networking system message for telling clients they own a player object. Internal networking system message for sending information about changes in authority for non-player objects to clients. Internal networking system message for clients to tell server they are ready. Internal networking system message used when a client connects to the new host of a game. Internal networking system message for removing a player object which was spawned for a client. Internal networking system message for sending a ClientRPC from server to client. Internal networking system message that tells clients which scene to load when they connect to a server. Internal networking system messages used to tell when the initial contents of a scene is being spawned. Internal networking system message for sending a SyncEvent from server to client. Internal networking system message for sending a USyncList generic list. Internal networking system message for updating SyncVars on a client from a server. A component to synchronize Mecanim animation states for networked objects. The animator component to synchronize. Gets whether an animation parameter should be auto sent. Index of the parameter in the Animator. True if the parameter should be sent. Sets whether an animation parameter should be auto sent. Index of the parameter in the Animator. The new value. Causes an animation trigger to be invoked for a networked object. Name of trigger. Hash id of trigger (from the Animator). Causes an animation trigger to be invoked for a networked object. Name of trigger. Hash id of trigger (from the Animator). Base class which should be inherited by scripts which contain networking functionality. The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server. This returns true if this object is the authoritative version of the object in the distributed network application. Returns true if running as a client and this object was spawned by a server. This returns true if this object is the one that represents the player on the local machine. Returns true if this object is active on an active server. This value is set on the NetworkIdentity and is accessible here for convenient access for scripts. The unique network Id of this object. The id of the player associated with thei behaviour. This clears all the dirty bits that were set on this script by SetDirtyBits(); Delegate for Command functions. Delegate for Event functions. This virtual function is used to specify the QoS channel to use for SyncVar updates for this script. The QoS channel for this script. This virtual function is used to specify the send interval to use for SyncVar updates for this script. The time in seconds between updates. Manually invoke a Command. Hash of the Command name. Parameters to pass to the command. Returns true if successful. Manually invoke an RPC function. Hash of the RPC name. Parameters to pass to the RPC function. Returns true if successful. Manually invoke a SyncEvent. Hash of the SyncEvent name. Parameters to pass to the SyncEvent. Returns true if successful. Callback used by the visibility system to determine if an observer (player) can see this object. Network connection of a player. True if the player can see this object. Virtual function to override to receive custom serialization data. Reader to read from the stream. True if being sent initial state. This is invoked on clients when the server has caused this object to be destroyed. Callback used by the visibility system to (re)construct the set of observers that can see this object. The new set of observers for this object. True if the set of observers is being built for the first time. Return true if this function did work. Virtual function to override to send custom serialization data. Writer to use to write to the stream. If this is being called to send initial state. True if data was written. Callback used by the visibility system for objects on a host. New visibility state. This is invoked on behaviours that have authority, based on context and the LocalPlayerAuthority value on the NetworkIdentity. Called on every NetworkBehaviour when it is activated on a client. Called when the local player object has been set up. Called when the server starts listening. This is invoked on behaviours when authority is removed. An internal method called on client objects to resolve GameObject references. Used to set the behaviour as dirty, so that a network update will be sent for the object. Bit mask to set. A structure that contains data from a NetworkDiscovery server broadcast. The data broadcast by the server. The IP address of the server that broadcasts this data. High level UNET client. True if a network client is currently active. A list of all the active network clients in the current process. The NetworkConnection object this client is using. The registered network message handlers. The host topology that this client is using. This gives the current connection status of the client. The class to use when creating new NetworkConnections. The number of QoS channels currently configured for this client. The other network participants in the current game. The IP address of the server that this client is connected to. The port of the server that this client is connected to. This configures the transport layer settings for a client. Transport layer configuration object. The maximum number of connections to allow. Transport layer topology object. True if the configuration was successful. This configures the transport layer settings for a client. Transport layer configuration object. The maximum number of connections to allow. Transport layer topology object. True if the configuration was successful. Connect client to a NetworkServer instance. Target IP address or hostname. Target port number. Connect client to a NetworkServer instance with simulated latency and packet loss. Target IP address or hostname. Target port number. Simulated latency in milliseconds. Simulated packet loss percentage. Creates a new NetworkClient instance. Disconnect from server. Retrieves statistics about the network packets sent on this connection. Dictionary of packet statistics for the client's connection. Gets the Return Trip Time for this connection. Return trip time in milliseconds. Get inbound network statistics for the client. Number of messages received so far. Number of bytes received so far. Get outbound network statistics for the client. Number of messages sent so far (including collated messages send through buffer). Number of messages sent through buffer. Number of bytes sent so far. Number of messages buffered for sending per second. Retrieves statistics about the network packets sent on all connections. Dictionary of stats. This is used by a client that has lost the connection to the old host, to reconnect to the new host of a game. The IP address of the new host. The port of the new host. True if able to reconnect. Register a handler for a particular message type. Message type number. Function handler which will be invoked for when this message type is received. Resets the statistics return by NetworkClient.GetConnectionStats() to zero values. This sends a network message with a message Id to the server. This message is sent on channel zero, which by default is the reliable channel. The id of the message to send. A message instance to send. True if message was sent. This sends a network message with a message Id to the server on a specific channel. The id of the message to send. The message to send. The channel to send the message on. True if the message was sent. This sends the data in an array of bytes to the server that the client is connected to. Data to send. Number of bytes of data. The QoS channel to send data on. True if successfully sent. This sends a network message with a message Id to the server on channel one, which by default is the unreliable channel. The message id to send. The message to send. True if the message was sent. This sends the contents of the NetworkWriter's buffer to the connected server on the specified channel. Writer object containing data to send. QoS channel to send data on. True if data successfully sent. Set the maximum amount of time that can pass for transmitting the send buffer. Delay in seconds. This sets the class that is used when creating new network connections. Shut down a client. Shuts down all network clients. Unregisters a network message handler. The message type to unregister. High level network connection. The IP address associated with the connection. A list of the NetworkIdentity objects owned by this connection. Unique identifier for this connection. Transport level host ID for this connection. True if the connection is connected to a remote end-point. Flag that tells if the connection has been marked as "ready" by a client calling ClientScene.Ready(). The last time that a message was received on this connection. Setting this to true will log the contents of network message to the console. The list of players for this connection. This function checks if there is a message handler registered for the message ID. The message ID of the handler to look for. True if a handler function was found. Disconnects this connection. Disposes of this connection, releasing channel buffers that it holds. This causes the channels of the network connection to flush their data to the transport layer. Get statistics for incoming traffic. Number of messages received. Number of bytes received. Get statistics for outgoing traffic. Number of messages sent. Number of messages currently buffered for sending. Number of bytes sent. How many messages were buffered in the last second. This makes the connection process the data contained in the buffer, and call handler functions. Data to process. Size of the data to process. Channel the data was recieved on. This makes the connection process the data contained in the stream, and call handler functions. Stream that contains data. Size of the data. Channel the data was received on. This inializes the internal data structures of a NetworkConnection object, including channel buffers. The host or IP connected to. The transport hostId for the connection. The transport connectionId for the connection. The topology to be used. This function invokes the registered handler function for a message. The message type of the handler to use. The stream to read the contents of the message from. The channel that the message arrived on. The message object to process. True if a handler function was found and invoked. This function invokes the registered handler function for a message. The message type of the handler to use. The stream to read the contents of the message from. The channel that the message arrived on. The message object to process. True if a handler function was found and invoked. This function invokes the registered handler function for a message, without any message data. The message ID of the handler to invoke. True if a handler function was found and invoked. Structure used to track the number and size of packets of each packets type. Total bytes of all messages of this type. The total number of messages of this type. The message type these stats are for. This registers a handler function for a message Id. The message ID to register. The handler function to register. Resets the statistics that are returned from NetworkClient.GetConnectionStats(). This sends a network message with a message ID on the connection. This message is sent on channel zero, which by default is the reliable channel. The ID of the message to send. The message to send. True if the message was sent. This sends a network message on the connection using a specific transport layer channel. The message ID to send. The message to send. The transport layer channel to send on. True if the message was sent. This sends an array of bytes on the connection. The array of data to be sent. The number of bytes in the array to be sent. The transport channel to send on. Success if data was sent. This sends a network message with a message ID on the connection. This message is sent on channel one, which by default is the unreliable channel. The message ID to send. The message to send. True if the message was sent. This sends the contents of a NetworkWriter object on the connection. A writer object containing data to send. The transport channel to send on. True if the data was sent. This sets an option on the network channel. The channel the option will be set on. The option to set. The value for the option. True if the option was set. The maximum time in seconds that messages are buffered before being sent. Time in seconds. Returns a string representation of the NetworkConnection object state. This virtual function allows custom network connection classes to process data from the network before it is passed to the application. The data recieved. The size of the data recieved. The channel that the data was received on. This virtual function allows custom network connection classes to process data send by the application before it goes to the network transport layer. Data to send. Size of data to send. Channel to send data on. Error code for send. True if data was sent. This removes the handler registered for a message Id. The message ID to unregister. This class holds information about which networked scripts use which QoS channels for updates. Enables a CRC check between server and client that ensures the NetworkBehaviour scripts match. A dictionary of script QoS channels. This is used to setup script network settings CRC data. Script name. QoS Channel. This can be used to reinitialize the set of script CRCs. The NetworkDiscovery component allows Unity games to find each other on a local network. It can broadcast presence and listen for broadcasts, and optionally join matching games using the NetworkManager. The data to include in the broadcast message when running as a server. How often in milliseconds to broadcast when running as a server. A key to identify this application in broadcasts. The network port to broadcast on and listen to. A dictionary of broadcasts received from servers. The sub-version of the application to broadcast. This is used to match versions of the same application. The version of the application to broadcast. This is used to match versions of the same application. The TransportLayer hostId being used (read-only). True if running in client mode (read-only). True if running in server mode (read-only). The horizontal offset of the GUI if active. The vertical offset of the GUI if active. True is broadcasting or listening (read-only). True to draw the default Broacast control UI. True to integrate with the NetworkManager. Initializes the NetworkDiscovery component. Return true if the network port was available. This is a virtual function that can be implemented to handle broadcast messages when running as a client. The IP address of the server. The data broadcast by the server. Starts listening for broadcasts messages. True is able to listen. Starts sending broadcast messages. True is able to broadcast. Stops listening and broadcasting. A 128 bit number used to represent assets in a networking context. A valid NetworkHash has a non-zero value. True if the value is non-zero. This parses the string representation of a NetworkHash into a binary object. A hex string to parse. A 128 bit network hash object. Resets the value of a NetworkHash to zero (invalid). Returns a string representation of a NetworkHash object. A hex asset string. A component used to add an object to the UNET networking system. Unique identifier used to find the source assets when server spawns the on clients. A callback that can be populated to be notified when the client-authority state of objects changes. The client that has authority for this object. This will be null if no client has authority. The UConnection associated with this NetworkIdentity. This is only valid for player objects on the server. The UConnection associated with this NetworkIdentity. This is only valid for player objects on a local client. This returns true if this object is the authoritative version of the object in the distributed network application. Returns true if running as a client and this object was spawned by a server. This returns true if this object is the one that represents the player on the local machine. Returns true if running as a server, which spawned the object. LocalPlayerAuthority means that the client of the "owning" player has authority over their own player object. Unique identifier for this particular object instance, used for tracking objects between networked clients and the server. The set of network connections (players) that can see this object. The id of the player associated with this object. A unique identifier for NetworkIdentity objects within a scene. Flag to make this object only exist when the game is running as a server (or host). This assigns control of an object to a client via the client's NetworkConnection. The connection of the client to assign authority to. True if authority was assigned. The delegate type for the clientAuthorityCallback. The network connection that is gaining or losing authority. The object whose client authority status is being changed. The new state of client authority of the object for the connection. Force the scene ID to a specific value. The new scene ID. This causes the set of players that can see this object to be rebuild. The OnRebuildObservers callback function will be invoked on each NetworkBehaviour. True if this is the first time. Removes ownership for an object for a client by its conneciton. The connection of the client to remove authority for. True if authority is removed. This is used to identify networked objects across all participants of a network. It is assigned at runtime by the server when an object is spawned. A static invalid NetworkInstanceId that can be used for comparisons. Returns true if the value of the NetworkInstanceId is zero. True if zero. Returns a string of "NetID:value". String representation of this object. The internal value of this identifier. This is a specialized NetworkManager that includes a networked lobby. This is the prefab of the player to be created in the PlayScene. This is the prefab of the player to be created in the LobbyScene. The scene to use for the lobby. This is similar to the offlineScene of the NetworkManager. These slots track players that enter the lobby. The maximum number of players allowed in the game. The maximum number of players per connection. The minimum number of players required to be ready for the game to start. The scene to use for the playing the game from the lobby. This is similar to the onlineScene of the NetworkManager. This flag enables display of the default lobby UI. CheckReadyToBegin checks all of the players in the lobby to see if their readyToBegin flag is set. Called on the client when adding a player to the lobby fails. This is called on the client when it connects to server. The connection that connected. This is called on the client when disconnected from a server. The connection that disconnected. This is a hook to allow custom behaviour when the game client enters the lobby. This is a hook to allow custom behaviour when the game client exits the lobby. This is called on the client when the client is finished loading a new networked scene. This is called on the server when a new client connects to the server. The new connection. This allows customization of the creation of the GamePlayer object on the server. The connection the player object is for. The controllerId of the player on the connnection. A new GamePlayer object. This allows customization of the creation of the lobby-player object on the server. The connection the player object is for. The controllerId of the player. The new lobby-player object. This is called on the server when a client disconnects. The connection that disconnected. This is called on the server when a player is removed. This is called on the server when all the players in the lobby are ready. This is called on the server when a networked scene finishes loading. Name of the new scene. 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. The lobby player object. The game player object. False to not allow this player to replace the lobby player. This is called on the client when a client is started. This is called on the host when a host is started. This is called on the server when the server is started - including when a host is started. This is called on the client when the client stops. This is called on the host when the host is stopped. Sends a message to the server to make the game return to the lobby scene. True if message was sent. Calling this causes the server to switch back to the lobby scene. This is used on clients to attempt to add a player to the game. This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system. This is a flag that control whether this player is ready for the game to begin. The slot within the lobby that this player inhabits. This is a hook that is invoked on all player objects when entering the lobby. This is a hook that is invoked on all player objects when exiting the lobby. This removes this player from the lobby. This is used on clients to tell the server that this player is not ready for the game to begin. This is used on clients to tell the server that this player is ready for the game to begin. This is used on clients to tell the server that the client has switched from the lobby to the GameScene and is ready to play. This flag controls whether the default UI is shown for the lobby player. The NetworkManager is a convenience class for the HLAPI for managing networking systems. A flag to control whether or not player objects are automatically created on connect, and on scene change. The Quality-of-Service channels to use for the network transport layer. The current NetworkClient being used by the manager. This is true if the client loaded a new scene when connecting to the server. The custom network configuration to use. Flag to enable custom network configuration. A flag to control whether the NetworkManager object is destroyed when the scene changes. The transport layer global configuration to be used. True if the NetworkServer or NetworkClient isactive. The log level specifically to user for network log messages. The list of matches that are available to join. The hostname of the matchmaking server. A MatchInfo instance that will be used when StartServer() or StartClient() are called. The UMatch matchmaker object. The name of the current match. The port of the matchmaking service. The maximum number of players in the current match. The maximum number of concurrent network connections to support. The maximum delay before sending packets on connections. The migration manager being used with the NetworkManager. The network address currently in use. The network port currently in use. The name of the current network scene. NumPlayers is the number of active player objects across all connections on the server. The scene to switch to when offline. The scene to switch to when online. The percentage of incoming and outgoing packets to be dropped for clients. The default prefab to be used to create player objects on the server. The current method of spawning players used by the NetworkManager. Controls whether the program runs when it is in the background. Flag for using the script CRC check between server and clients. Allows you to specify an EndPoint object instead of setting networkAddress and networkPort (required for some platforms such as Xbox One). A flag to control sending the network information about every peer to all members of a match. The IP address to bind the server to. Flag to tell the server whether to bind to a specific IP address. The delay in milliseconds to be added to incoming and outgoing packets for clients. The NetworkManager singleton object. List of prefabs that will be registered with the spawning system. The list of currently registered player start positions for the current scene. Flag that control whether clients started by this NetworkManager will use simulated latency and packet loss. This makes the NetworkServer listen for WebSockets connections instead of normal transport layer connections. This finds a spawn position based on NetworkStartPosition objects in the scene. Returns the transform to spawn a player at, or null. This checks if the NetworkManager has a client and that it is connected to a server. True if the NetworkManagers client is connected to a server. Called on the client when connected to a server. Connection to the server. Called on clients when disconnected from a server. Connection to the server. Called on clients when a network error occurs. Connection to a server. Error code. Called on clients when a servers tells the client it is no longer ready. Connection to a server. Called on clients when a scene has completed loaded, when the scene load was initiated by the server. The network connection that the scene change message arrived on. This is invoked when a match has been created. Info about the match that has been created. This is invoked when a match is joined. This is invoked when a list of matches is returned from ListMatches(). A list of available matches. Called on the server when a client adds a new player with ClientScene.AddPlayer. Connection from client. Id of the new player. An extra message object passed for the new player. Called on the server when a new client connects. Connection from client. Called on the server when a client disconnects. Connection from client. Called on the server when a network error occurs for a client connection. Connection from client. Error code. Called on the server when a client is ready. Connection from client. Called on the server when a client removes a player. The connection to remove the player from. The player controller to remove. Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene(). The name of the new scene. This is a hook that is invoked when the client is started. The NetworkClient object that was started. This hook is invoked when a host is started. This hook is invoked when a server is started - including when a host is started. This hook is called when a client is stopped. This hook is called when a host is stopped. This hook is called when a server is stopped - including when a host is stopped. Registers the transform of a game object as a player spawn location. Transform to register. This causes the server to switch scenes and sets the networkSceneName. The name of the scene to change to. The server will change scene immediately, and a message will be sent to connected clients to ask them to change scene also. This set the address of the matchmaker service. Hostname of matchmaker service. Port of matchmaker service. Protocol used by matchmaker service. This sets up a NetworkMigrationManager object to work with this NetworkManager. The migration manager object to use with the NetworkManager. Shuts down the NetworkManager completely and destroy the singleton. This starts a network client. It uses the networkAddress and networkPort properties as the address to connect to. The client object created. This starts a network "host" - a server and client in the same application. The client object created - this is a "local client". This starts matchmaker for the NetworkManager. This starts a new server. True is the server was started. Stops the client that the manager is using. This stops both the client and the server that the manager is using. Stops the matchmaker that the NetworkManager is using. Stops the server that the manager is using. Unregisters the transform of a game object as a player spawn location. This allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). The NetworkClient object to use. An extension for the NetworkManager that displays a default HUD for controlling the network state of the game. The NetworkManager associated with this HUD. The horizontal offset in pixels to draw the HUD runtime GUI at. The vertical offset in pixels to draw the HUD runtime GUI at. Whether to show the default control HUD at runtime. The details of a network message received by a client or server on a network connection. The transport layer channel the message was sent on. The connection the message was recieved on. The id of the message type of the message. A NetworkReader object that contains the contents of the message. Returns a string with the numeric representation of each byte in the payload. Network message payload to dump. Length of payload in bytes. Dumped info from payload. The size of the largest message in bytes that can be sent on a NetworkConnection. ReadMessage is used to extract a typed network message from the NetworkReader of a NetworkMessage object. The type of the Network Message, must be derived from MessageBase. The callback delegate used in message handler functions. Network message for the message callback. A component that manages the process of a new host taking over a game when the old host is lost. This is referred to as "host migration". The migration manager sends information about each peer in the game to all the clients, and when the host is lost because of a crash or network outage, the clients are able to choose a new host, and continue the game. The old host is able to rejoin the new game on the new host. The state of SyncVars and SyncLists on all objects with NetworkIdentities in the scene is maintained during a host migration. This also applies to custom serialized data for objects. All of the player objects in the game are disabled when the host is lost. Then, when the other clients rejoin the new game on the new host, the corresponding players for those clients are re-enabled on the host, and respawned on the other clients. No player state data is lost during a host migration. The client instance that is being used to connect to the host. True is this is a client that has been disconnected from a host. Controls whether host migration is active. True if this was the host and the host has been shut down. Information about the match. This may be null if there is no match. The IP address of the new host to connect to. The X offset in pixels of the migration manager default GUI. The Y offset in pixels of the migration manager default GUI. The connectionId that this client was assign on the old host. The set of peers involved in the game. This includes the host and this client. The player objects that have been disabled, and are waiting for their corresponding clients to reconnect. Flag to toggle display of the default UI. True if this is a client that was disconnected from the host and is now waiting to reconnect to the new host. True if this is a client that was disconnected from the host, and was chosen as the new host. This causes a client that has been disconnected from the host to become the new host of the game. The network port to listen on. True if able to become the new host. The player objects for connections to the old host. The list of players for a connection. This causes objects for known players to be disabled. This is a utility function to pick one of the peers in the game as the new host. Information about the new host, including the IP address. True if this client is to be the new host. True if able to pick a new host. Used to initialize the migration manager with client and match information. The NetworkClient being used to connect to the host. Information about the match being used. This may be null if there is no match. This should be called on a client when it has lost its connection to the host. The connection of the client that was connected to the host. True if the client should stay in the on-line scene. This should be called on a host when it has has been shutdown. A virtual function that is called when the authority of a non-player object changes. The game object whose authority has changed. The id of the connection whose authority changed for this object. The new authority state for the object. A virtual function that is called when the client is disconnected from the host. The connection to the old host. How to handle scene changes. A virtual function that is called when the set of peers in the game changes. The set of peers in the game. A virtual function that is called when the host is shutdown. A virtual function that is called for non-player objects with client authority on the new host when a client from the old host reconnects to the new host. The connection of the new client. The object with authority that is being reconnected. The connectionId of this client on the old host. A virtual function that is called on the new host when a client from the old host reconnects to the new host. The connection of the new client. The player object associated with this client. The connectionId of this client on the old host. The playerControllerId of the player that is re-joining. Additional message data (optional). A virtual function that is called on the new host when a client from the old host reconnects to the new host. The connection of the new client. The player object associated with this client. The connectionId of this client on the old host. The playerControllerId of the player that is re-joining. Additional message data (optional). Information about a player object from another peer. The networkId of the player object. The gameObject for the player. The playerControllerId of the player object. This re-establishes a non-player object with client authority with a client that is reconnected. It is similar to NetworkServer.SpawnWithClientAuthority(). The connection of the new client. The object with client authority that is being reconnected. This client's connectionId on the old host. True if the object was reconnected. This re-establishes a player object with a client that is reconnected. It is similar to NetworkServer.AddPlayerForConnection(). The player game object will become the player object for the new connection. The connection of the new client. The player object. This client's connectionId on the old host. The playerControllerId of the player that is rejoining. True if able to re-add this player. Resets the migration manager, and sets the ClientScene's ReconnectId. The connectionId for the ClientScene to use when reconnecting. An enumeration of how to handle scene changes when the connection to the host is lost. The client should stay in the online scene. The client should return to the offline scene. This sends the set of peers in the game to all the peers in the game. Component that controls visibility of networked objects for players. Which method to use for checking proximity of players. Flag to force this object to be hidden for players. The maximim range that objects will be visible at. How often (in seconds) that this object should update the set of players that can see it. Enumeration of methods to use to check proximity. Use 2D physics to determine proximity. Use 3D physics to determine proximity. General purpose serializer for UNET (for reading byte arrays). Creates a new NetworkReader object. A buffer to construct the reader with, this buffer is NOT copied. Creates a new NetworkReader object. A buffer to construct the reader with, this buffer is NOT copied. The current position within the buffer. Reads a boolean from the stream. The value read. Reads a byte from the stream. The value read. Reads a number of bytes from the stream. Number of bytes to read. Bytes read. (this is a copy). This read a 16-bit byte count and a array of bytes of that size from the stream. The bytes read from the stream. Reads a char from the stream. Value read. Reads a unity Color objects. The color read from the stream. Reads a unity color32 objects. The colo read from the stream. Reads a double from the stream. Value read. Reads a reference to a GameObject from the stream. The GameObject referenced. Reads a signed 16 bit integer from the stream. Value read. Reads a signed 32bit integer from the stream. Value read. Reads a signed 64 bit integer from the stream. Value read. Reads a unity Matrix4x4 object. The matrix read from the stream. This is a utility function to read a typed network message from the stream. The type of the Network Message, must be derived from MessageBase. Reads a NetworkHash128 assetId. The assetId object read from the stream. Reads a NetworkInstanceId from the stream. The NetworkInstanceId read. Reads a reference to a NetworkIdentity from the stream. The NetworkIdentity object read. Reads a 32-bit variable-length-encoded value. The 32 bit value read. Reads a 64-bit variable-length-encoded value. The 64 bit value read. Reads a unity Plane object. The plane read from the stream. Reads a Unity Quaternion object. The quaternion read from the stream. Reads a Unity Ray object. The ray read from the stream. Reads a Unity Rect object. The rect read from the stream. Reads a signed byte from the stream. Value read. Reads a NetworkSceneId from the stream. The NetworkSceneId read. Reads a float from the stream. Value read. Reads a string from the stream. (max of 32k bytes). Value read. Reads a reference to a Transform from the stream. The transform object read. Reads an unsigned 16 bit integer from the stream. Value read. Reads an unsigned 32 bit integer from the stream. Value read. Reads an unsigned 64 bit integer from the stream. Value read. Reads a Unity Vector2 object. The vector read from the stream. Reads a Unity Vector3 objects. The vector read from the stream. Reads a Unity Vector4 object. The vector read from the stream. Sets the current position of the reader's stream to the start of the stream. Returns a string representation of the reader's buffer. Buffer contents. This is used to identify networked objects in a scene. These values are allocated in the editor and are persistent for the lifetime of the object in the scene. Returns true if the value is zero. Non-scene objects - ones which are spawned at runtime will have a sceneId of zero. True if zero. Returns a string like SceneId:value. String representation of this object. The internal value for this object. High level network server. Checks if the server has been started. A list of all the current connections from clients. If you enable this, the server will not listen for incoming connections on the regular network port. Dictionary of the message handlers registered with the server. The host topology that the server is using. The port that the server is listening on. True is a local client is currently active on the server. A list of local connections on the server. The maximum delay before sending packets on connections. The class to be used when creating new network connections. The number of channels the network is configure with. This is a dictionary of networked objects that have been spawned on the server. Setting this true will make the server send peer info to all participants of the network. The transport layer hostId used by this server. This makes the server listen for WebSockets connections instead of normal transport layer connections. This accepts a network connection from another external source and adds it to the server. Network connection to add. True if added. When an AddPlayer message handler has received a request from a player, the server calls this to associate the player object with the connection. Connection which is adding the player. Player object spawned for the player. The player controller ID number as specified by client. True if player was added. When an AddPlayer message handler has received a request from a player, the server calls this to associate the player object with the connection. Connection which is adding the player. Player object spawned for the player. The player controller ID number as specified by client. True if player was added. This allows a client that has been disconnected from a server, to become the host of a new version of the game. The client that was connected to the old host. The port to listen on. Match information (may be null). The local client connected to the new host. Clear all registered callback handlers. This clears all of the networked objects that the server is aware of. This can be required if a scene change deleted all of the objects without destroying them in the normal manner. Clears all registered spawn prefab and spawn handler functions for this server. This configures the transport layer settings for the server. Transport layer confuration object. The maximum number of client connections to allow. Transport layer topology object to use. True if successfully configured. This configures the transport layer settings for the server. Transport layer confuration object. The maximum number of client connections to allow. Transport layer topology object to use. True if successfully configured. Destroys this object and corresponding objects on all clients. Game object to destroy. This destroys all the player objects associated with a NetworkConnections on a server. The connections object to clean up for. Disconnect all currently connected clients. This finds the NetworkIdentity game object that matches a netId. The netId of the NetworkIdentity object to find. The game object that matches the netId. Gets aggregate packet stats for all connections. Dictionary of msg types and packet statistics. Get inbound network statistics for the server. Number of messages received so far. Number of bytes received so far. Get outbound network statistics for the client. Number of messages sent so far (including collated messages send through buffer). Number of messages sent through buffer. Number of bytes sent so far. Number of messages buffered for sending per second. Start the server on the given port number. Note that if a match has been created, this will listen using the relay server instead of a local socket. The IP address to bind to (optional). Listen port number. True if listen succeeded. Start the server on the given port number. Note that if a match has been created, this will listen using the relay server instead of a local socket. The IP address to bind to (optional). Listen port number. True if listen succeeded. Starts a server using a relay server. This is the manual way of using the relay server, as the regular NetworkServer.Connect() will automatically use the relay server if a match exists. Relay server IP Address. Relay server port. GUID of the network to create. This server's sourceId. The node to join the network with. Register a handler for a particular message type. Message type number. Function handler which will be invoked for when this message type is received. This removes an external connection added with AddExternalConnection(). The id of the connection to remove. This replaces the player object for a connection with a different player object. The old player object is not destroyed. Connection which is adding the player. Player object spawned for the player. The player controller ID number as specified by client. True if player was replaced. This replaces the player object for a connection with a different player object. The old player object is not destroyed. Connection which is adding the player. Player object spawned for the player. The player controller ID number as specified by client. True if player was replaced. Reset the NetworkServer singleton. Resets the packet stats on all connections. Sends a network message to all connected clients on a specified transport layer QoS channel. The message id. The message to send. The transport layer channel to use. True if the message was sent. Sends a network message to all connected clients that are "ready" on a specified transport layer QoS channel. An object to use for context when calculating object visibility. If null, then the message is sent to all ready clients. The message id. The message to send. The transport layer channel to send on. True if the message was sent. This sends an array of bytes to a specific player. The player to send he bytes to. Array of bytes to send. Size of array. Transport layer channel id to send bytes on. This sends an array of bytes to all ready players. Array of bytes to send. Size of array. Transport layer channel id to send bytes on. This sends information about all participants in the current network game to the connection. Connection to send peer info to. Send a message structure with the given type number to all connected clients. Message structure. Message type. Success if message is sent. Send a message to the client which owns the given connection ID. Client connection ID. Message struct to send. Message type. Send a message to the client which owns the given player object instance. The players game object. Message struct. Message type. Send a message structure with the given type number to only clients which are ready. Message structure. Message type. Success if message is sent. Send given message structure as an unreliable message to all connected clients. Message structure. Message type. Success if message is sent. Send given message structure as an unreliable message only to ready clients. Message structure. Message type. Success if message is sent. Sends the contents of a NetworkWriter object to the ready players. The writer object to send. The QoS channel to send the data on. Marks all connected clients as no longer ready. Sets the client of the connection to be not-ready. The connection of the client to make not ready. Sets the client to be ready. The connection of the client to make ready. This sets the class used when creating new network connections. This shuts down the server and disconnects all clients. Spawn the given game object on all clients which are ready. Game object with NetworkIdentity to spawn. Spawn the given game object on all clients which are ready. Game object with NetworkIdentity to spawn. This causes NetworkIdentity objects in a scene to be spawned on a server. Success if objects where spawned. This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. The object to spawn. The player object to set Client Authority to. The assetId of the object to spawn. Used for custom spawn handlers. The connection to set Client Authority to. True if the object was spawned. This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. The object to spawn. The player object to set Client Authority to. The assetId of the object to spawn. Used for custom spawn handlers. The connection to set Client Authority to. True if the object was spawned. This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. The object to spawn. The player object to set Client Authority to. The assetId of the object to spawn. Used for custom spawn handlers. The connection to set Client Authority to. True if the object was spawned. Unregisters a handler for a particular message type. The message type to remove the handler for. This takes an object that has been spawned and un-spawns it. The spawned object to be unspawned. The NetworkServerSimple is a basic server class without the "game" related functionality that the NetworkServer class has. A read-only list of the current connections being managed. The message handler functions that are registered. The transport layer host-topology that the server is configured with. The network port that the server is listening on. The internal buffer that the server reads data from the network into. This will contain the most recent data read from the network when OnData() is called. A NetworkReader object that is bound to the server's messageBuffer. The type of class to be created for new network connections from clients. The transport layer hostId of the server. This causes the server to listen for WebSocket connections instead of regular transport layer connections. Clears the message handlers that are registered. This configures the network transport layer of the server. The transport layer configuration to use. Maximum number of network connections to allow. The transport layer host topology to use. True if configured. This configures the network transport layer of the server. The transport layer configuration to use. Maximum number of network connections to allow. The transport layer host topology to use. True if configured. This disconnects the connection of the corresponding connection id. The id of the connection to disconnect. This disconnects all of the active connections. This looks up the network connection object for the specified connection Id. The connection id to look up. A NetworkConnection objects, or null if no connection found. Initialization function that is invoked when the server starts listening. This can be overridden to perform custom initialization such as setting the NetworkConnectionClass. This starts the server listening for connections on the specified port. The port to listen on. The transport layer host toplogy to configure with. True if able to listen. This starts the server listening for connections on the specified port. The port to listen on. The transport layer host toplogy to configure with. True if able to listen. Starts a server using a relay server. This is the manual way of using the relay server, as the regular NetworkServer.Connect() will automatically use the relay server if a match exists. Relay server IP Address. Relay server port. GUID of the network to create. This server's sourceId. The node to join the network with. This virtual function can be overridden to perform custom functionality for new network connections. The new connection object. A virtual function that is invoked when there is a connection error. The id of the connection with the error. The error code. This virtual function can be overridden to perform custom functionality when data is received for a connection. The connection that data was received on. The channel that data was received on. The amount of data received. A virtual function that is called when a data error occurs on a connection. The connection object that the error occured on. The error code. This virtual function can be overridden to perform custom functionality for disconnected network connections. A virtual function that is called when a disconnect error happens. The connection object that the error occured on. The error code. This registers a handler function for a message Id. Message Id to register handler for. Handler function. This removes a connection object from the server's list of connections. The id of the connection to remove. True if removed. This sends the data in an array of bytes to the connected client. The id of the connection to send on. The data to send. The size of the data to send. The channel to send the data on. This sends the contents of a NetworkWriter object to the connected client. The id of the connection to send on. The writer object to send. The channel to send the data on. This adds a connection created by external code to the server's list of connections, at the connection's connectionId index. A new connection object. True if added. This sets the class that is used when creating new network connections. This stops a server from listening. This unregisters a registered message handler function. The message id to unregister. This function pumps the server causing incoming network data to be processed, and pending outgoing data to be sent. This function causes pending outgoing data on connections to be sent, but unlike Update() it works when the server is not listening. This attribute is used to configure the network settings of scripts that are derived from the NetworkBehaviour base class. The QoS channel to use for updates for this script. The sendInterval control how frequently updates are sent for this script. This component is used to make a gameObject a starting position for spawning player objects in multiplayer games. This is passed to handler funtions registered for the AddPlayer built-in message. The extra message data included in the AddPlayerMessage. The size of the extra message data included in the AddPlayerMessage. The playerId of the new player. A utility class to send a network message with no contents. This is passed to handler functions registered for the SYSTEM_ERROR built-in message. The error code. A utility class to send simple network messages that only contain an integer. The integer value to serialize. This is passed to handler funtions registered for the SYSTEM_NOT_READY built-in message. Information about a change in authority of a non-player in the same network game. The new state of authority for the object referenced by this message. The connection Id (on the server) of the peer whose authority is changing for the object. The network id of the object whose authority state changed. Information about another participant in the same network game. The IP address of the peer. The id of the NetworkConnection associated with the peer. True if this peer is the host of the network game. True if the peer if the same as the current client. The players for this peer. The network port being used by the peer. A structure used to identify player object on other peers for host migration. The networkId of the player object. The playerControllerId of the player object. Internal UNET message for sending information about network peers to clients. The connectionId of this client on the old host. The list of participants in a networked game. This is passed to handler funtions registered for the SYSTEM_READY built-in message. This network message is used when a client reconnect to the new host of a game. Additional data. Size of additional data. The networkId of this player on the old host. This client's connectionId on the old host. The playerControllerId of the player that is rejoining. This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message. The player ID of the player object which should be removed. This is a utility class for simple network messages that contain only a string. The string that will be serialized. A component to synchronize the position of networked objects. Cached CharacterController. A callback that can be used to validate on the server, the movement of client authoritative objects. A callback that can be used to validate on the server, the movement of client authoritative objects. Tells the NetworkTransform that it is on a surface (this is the default). Enables interpolation of the synchronized movement. Enables interpolation of the synchronized rotation. The most recent time when a movement synchronization packet arrived for this object. The distance that an object can move without sending a movement synchronization update. Cached Rigidbody2D. Cached Rigidbody. How much to compress rotation sync updates. The sendInterval controls how often state updates are sent for this object. If a movement update puts an object further from its current position that this value, it will snap to the position instead of moving smoothly. Which axis should rotation by synchronized for. The target position interpolating towards. The target rotation interpolating towards. The target position interpolating towards. The velocity send for synchronization. What method to use to sync the object's position. An axis or set of axis. Only x axis. The x and y axis. The x, y and z axis. The x and z axis. Only the y axis. The y and z axis. Only the z axis. Do not sync. This is the delegate use for the movement validation callback function clientMoveCallback2D on NetworkTransforms. The new position from the client. The new velocity from the client. The new rotation from the client. This is the delegate use for the movement validation callback function clientMoveCallback3D on NetworkTransforms. The new position from the client. The new velocity from the client. The new rotation from the client. How much to compress sync data. High Compression - sacrificing accuracy. A low amount of compression that preserves accuracy. Do not compress. How to synchronize an object's position. Sync using the CharacterController component. Dont synchronize. Sync using the Rigidbody2D component. Sync using the Rigidbody component. Sync using the game object's base transform. A component to synchronize the position of child transforms of networked objects. A unique Identifier for this NetworkTransformChild component on this root object. A callback function to allow server side validation of the movement of the child object. The rate to interpolate towards the target position. The rate to interpolate to the target rotation. The most recent time when a movement synchronization packet arrived for this object. The distance that an object can move without sending a movement synchronization update. How much to compress rotation sync updates. The sendInterval controls how often state updates are sent for this object. Which axis should rotation by synchronized for. The child transform to be synchronized. The target position interpolating towards. The target rotation interpolating towards. This is a helper component to help understand and debug networked movement synchronization with the NetworkTransform component. The prefab to use for the visualization object. General purpose serializer for UNET (for serializing data to byte arrays). Returns the internal array of bytes the writer is using. This is NOT a copy. Internal buffer. Creates a new NetworkWriter object. A buffer to write into. This is not copied. Creates a new NetworkWriter object. A buffer to write into. This is not copied. This fills out the size header of a message begun with StartMessage(), so that it can be send using Send() functions. The current position of the internal buffer. Seeks to the start of the internal buffer. This begins a new message, which should be completed with FinishMessage() once the payload has been written. Message type. Returns a copy of internal array of bytes the writer is using, it copies only the bytes used. Copy of data used by the writer. This writes the a reference to a GameObject with a NetworkIdentity component to the stream. The object should have been spawned for clients to know about it. The GameObject to write. This writes a 16-bit count and a array of bytes of that length to the stream. Array of bytes to write. Number of bytes from the array to write. This writes a 16-bit count and an array of bytes of that size to the stream. Bytes to write. This writes the 32-bit value to the stream using variable-length-encoding. Value to write. This writes the 64-bit value to the stream using variable-length-encoding. Value to write. This represents a networked player. The game object for this player. The local player ID number of this player. The NetworkIdentity component of the player. Checks if this PlayerController has an actual player attached to it. The maximum number of local players that a client connection can have. String representation of the player objects state. String with the object state. Enumeration of methods of where to spawn player objects in multiplayer games. Spawn players at a randomly chosen starting position. Spawn players at the next start position. A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers. A Custom Attribute that can be added to member functions of NetworkBehaviour scripts, to make them only run on servers, but not generate warnings. Signature of spawn functions that are passed to NetworkClient.RegisterSpawnFunction(). This is optional, as in most cases RegisterPrefab will be used instead. This is an attribute that can be put on events in NetworkBehaviour classes to allow them to be invoked on client when the event is called on the sserver. The UNET QoS channel that this event should be sent on. This is the base class for type-specific SyncList classes. Same as List:Add() but the item is added on clients. Item to add. The delegate type used for SyncListChanged. Same as List:Clear() but the list is cleared on clients. This method is used when deserializing SyncList items from a stream. Stream to read from. New instance of the SyncList value type. Marks an item in the list as dirty, so it will be updated on clients. Index of item to dirty. Internal function used for remote list operations. List operation. The index of the item being operated on. The item being operated on. Internal function. The behaviour the list belongs to. Identifies this list. Same as List::Insert() but also inserts into list on clients. Where to insert the item. Item to insert. The types of operations that can occur for SyncLists. Item was added to the list. The list was cleared. An item in the list was manually marked dirty. An item was inserted into the list. An item was removed from the list. An item was removed at an index from the list. An item was set to a new value in the list. Same as List:Remove except removes on clients also. Item to remove. Success if removed. Same as List:Remove except it removes the index on clients also. Index to remove. This is used to write a value object from a SyncList to a stream. Stream to write to. Item to write. A delegate that can be populated to recieve callbacks when the list changes. The operation that occurred. The index of the item that was effected. A list of booleans that will be synchronized from server to clients. An internal function used for serializing SyncList member variables. A list of floats that will be synchronized from server to clients. An internal function used for serializing SyncList member variables. A list of integers that will be synchronized from server to clients. An internal function used for serializing SyncList member variables. This is a list of strings that will be synchronized from the server to clients. An internal function used for serializing SyncList member variables. This class is used for lists of structs that are synchronized from the server to clients. A list of unsigned integers that will be synchronized from server to clients. An internal function used for serializing SyncList member variables. [SyncVar] is an attribute that can be put on member variables of UNeBehaviour classes. These variables will have their values sychronized from the server to clients in the game that are in the ready state. The hook attribute can be used to specify a function to be called when the sync var changes value on the client. Delegate for a function which will handle destruction of objects created with NetworkServer.Spawn. Enumeration of Networking versions. The current UNET version.