NetworkManager Callbacks
See also NetworkManager in the API Reference.
There are a number of events that can occur over the course of the normal operation of a multiplayer game, such as the host starting up, a player joining, or a player leaving. Each of these possible events has an associated callback that you can implement in your own code to take action when the event occurs.
To do this for the NetworkManager
, you need to create your own script which inherits from NetworkManager
. You can then override the virtual methods on NetworkManager
with your own implementation of what should happen when the given event occurs.
This page lists all the virtual methods (the callbacks) that you can implement on the NetworkManager
, and when they occur. The callbacks that occur, and the order they occur, vary slightly depending on which mode your game is running in, so each mode’s callbacks are listed separately below.
A game can be running in one of three modes, host, client, or server-only. The callbacks for each mode are listed below:
Host Mode:
When the host is started:
OnStartServer
OnStartHost
OnServerConnect
OnStartClient
OnClientConnect
OnServerSceneChanged
OnServerReady
OnServerAddPlayer
OnClientChangeScene
OnClientSceneChanged
When a client connects:
OnServerConnect
OnServerReady
OnServerAddPlayer
When a client disconnects:
OnServerDisconnect
When the host is stopped:
OnStopHost
OnServerDisconnect
OnStopClient
OnStopServer
Client Mode
When the client starts:
OnStartClient
OnClientConnect
OnClientChangeScene
OnClientSceneChanged
When the client stops:
OnStopClient
OnClientDisconnect
Server Mode
When the server starts:
OnStartServer
OnServerSceneChanged
When a client connects:
OnServerConnect
OnServerReady
OnServerAddPlayer
When a client disconnects:
OnServerDisconnect
When the server stops:
OnStopServer
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