Networkclass
Methods3
Showing 3 methods
public static void Connect(string address)
Connenct to a network address
| Parameter | Type | Description |
|---|---|---|
| address | string | — |
void—public static void Disconnect()
Disconnect from the current network session
void—public static void StartHosting()
Start hosting a lobby. If we're not already in play mode, we'll enter play mode first.
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Properties6
Showing 6 properties
public static bool Editor.EditorUtility.Network.Active { get; set; }
True if the network system is active
bool—public static Sandbox.Connection[] Editor.EditorUtility.Network.Channels { get; set; }
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
public static bool Editor.EditorUtility.Network.Client { get; set; }
True if the network system is active and we're the host
bool—public static bool Editor.EditorUtility.Network.Hosting { get; set; }
True if the network system is active and we're the host
bool—public static Sandbox.Network.LobbyPrivacy Editor.EditorUtility.Network.HostPrivacy { get; set; }
Determines who can join a lobby hosted from the editor. Should only be set before creating a lobby. Persists between lobbies.
public static Sandbox.Network.NetworkSocket[] Editor.EditorUtility.Network.Sockets { get; set; }
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
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