Networkclass

objectNetwork
Namespace
global
Assembly
Sandbox.Tools
Declaration
public static abstract sealed class Editor.EditorUtility.Network

Methods3

Showing 3 methods

public static void Connect(string address)PUBLICSTATIC

Connenct to a network address

ParameterTypeDescription
addressstring
Returns:void

public static void Disconnect()PUBLICSTATIC

Disconnect from the current network session

Returns:void

public static void StartHosting()PUBLICSTATIC

Start hosting a lobby. If we're not already in play mode, we'll enter play mode first.

Returns:void

Properties6

Showing 6 properties

public static bool Editor.EditorUtility.Network.Active { get; set; }PUBLICSTATICGETSET

True if the network system is active

Returns:bool

public static Sandbox.Connection[] Editor.EditorUtility.Network.Channels { get; set; }PUBLICSTATICGETSET

Return all of the channels on this connection. If you're the host, it should return all client connections. If you're the client, it should return empty - unless you're in a p2p session (lobby). Returns empty if you're not connected

Returns:Connection[]

public static bool Editor.EditorUtility.Network.Client { get; set; }PUBLICSTATICGETSET

True if the network system is active and we're the host

Returns:bool

public static bool Editor.EditorUtility.Network.Hosting { get; set; }PUBLICSTATICGETSET

True if the network system is active and we're the host

Returns:bool

public static Sandbox.Network.LobbyPrivacy Editor.EditorUtility.Network.HostPrivacy { get; set; }PUBLICSTATICGETSET

Determines who can join a lobby hosted from the editor. Should only be set before creating a lobby. Persists between lobbies.

Returns:LobbyPrivacy

public static Sandbox.Network.NetworkSocket[] Editor.EditorUtility.Network.Sockets { get; set; }PUBLICSTATICGETSET

Return all of the sockets on this connection. If you're the host, it should return all active sockets. If you're the client, it should return empty - unless you're in a p2p session (lobby). Returns empty if you're not connected

Returns:NetworkSocket[]

On this page