void Start () { RegisterHandlers(); UnityNetcode.QuerySupport((supportStatus) => { if (supportStatus == NetcodeIOSupportStatus.Available) { Debug.LogError("Netcode.IO available and ready!"); UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, (client) => { this.client = client; client.SetTickrate(60); //StartCoroutine(connectToServer()); }); } else if (supportStatus == NetcodeIOSupportStatus.Unavailable) { Debug.LogError("Netcode.IO not available"); } else if (supportStatus == NetcodeIOSupportStatus.HelperNotInstalled) { Debug.LogError("Netcode.IO is available, but native helper is not installed"); } }); }
// Start is called before the first frame update void Start() { try { _server = UnityNetcode.CreateServer( _ip, // string public IP clients will connect to _port, // port clients will connect to protocolID, // ulong number used to identify this application. must be the same as the token server generating connect tokens. maxClients, // maximum number of clients who can connect privateKey); // byte[32] private encryption key shared between token server and game server // Called when a client connects to the server _server.ClientConnectedEvent.AddListener(ClientConnected); // void( RemoteClient client ); // Called when a client disconnects from the server _server.ClientDisconnectedEvent.AddListener(ClientDisconnected); // void( RemoteClient client ); // Called when a client sends a payload to the server // Note that byte[] payload will be returned to a pool after the callback, so don't keep a reference to it. _server.ClientMessageEvent.AddListener(ClientMessageEvent); // void( RemoteClient sender, ByteBuffer payload ); _server.StartServer(); // start listening for clients } catch (Exception e) { Application.Quit(); } }
private void Start() { logLine("Checking for Netcode.IO support..."); UnityNetcode.QuerySupport((supportStatus) => { if (supportStatus == NetcodeIOSupportStatus.Available) { logLine("Netcode.IO available and ready!"); UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, (client) => { this.client = client; StartCoroutine(connectToServer()); }); } else if (supportStatus == NetcodeIOSupportStatus.Unavailable) { logLine("Netcode.IO not available"); } else if (supportStatus == NetcodeIOSupportStatus.HelperNotInstalled) { logLine("Netcode.IO is available, but native helper is not installed"); } }); }
private void OnDestroy() { if (client != null) { UnityNetcode.DestroyClient(client); } }
private void Connect(NetcodeIOClientProtocol protocol) { UnityNetcode.CreateClient(protocol, client => { _client = client; var connectToken = generateToken(); client.Connect(connectToken, OnConnectSuccess, OnConnectFailure); }); }
// Start is called before the first frame update void Start() { // check for Netcode.IO extension // Will provide NetcodeIOSupportStatus enum, either: // Available, if Netcode.IO is available and the standalone helper is installed (or if in standalone), // Unavailable, if Netcode.IO is unsupported (direct user to install extension) // HelperNotInstalled, if Netcode.IO is available but the standalone helper is not installed (direct user to install the standalone helper) UnityNetcode.QuerySupport((supportStatus) => { UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, ClientConnect); }); }
private void Start() { server = UnityNetcode.CreateServer(PublicIP, Port, 0x1122334455667788L, MaxClients, privateKey); server.ClientConnectedEvent.AddListener(Server_OnClientConnected); server.ClientDisconnectedEvent.AddListener(Server_OnClientDisconnected); server.ClientMessageEvent.AddListener(Server_OnClientMessage); server.StartServer(); logLine("Server started"); }
private void Start() { RegisterPackets(); server = UnityNetcode.CreateServer(PublicIP, Port, ProtocolID, MaxClients, privateKey); server.internalServer.LogLevel = NetcodeLogLevel.Debug; server.ClientConnectedEvent.AddListener(Server_OnClientConnected); server.ClientDisconnectedEvent.AddListener(Server_OnClientDisconnected); server.ClientMessageEvent.AddListener(Server_OnClientMessage); server.internalServer.Tickrate = 60; server.StartServer(); logLine("Server started"); }
// Use this for initialization void Start() { UnityNetcode.QuerySupport(supportStatus => { switch (supportStatus) { case NetcodeIOSupportStatus.HelperNotInstalled: case NetcodeIOSupportStatus.Unavailable: return; case NetcodeIOSupportStatus.Available: Connect(NetcodeIOClientProtocol.IPv4); break; case NetcodeIOSupportStatus.Unknown: break; default: Connect(NetcodeIOClientProtocol.IPv4); break; } }); }
private void OnDestroy() { UnityNetcode.DestroyClient(_client); }
void OnApplicationQuit() { if (client != null) UnityNetcode.DestroyClient(client); }