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Limiting the maximum number of players

Netcode for Gameobjects (Netcode) provides a way to implement a connection approval delegate that can reject incoming connections based on custom logic. ​

Boss Room provides an example of such delegate

See full example on GitHub

​ The code below shows an example of an over-capacity check that would prevent more than a certain pre-defined number of players from connecting. ​

if( m_ClientData.Count >= CharSelectData.k_MaxLobbyPlayers )
gameReturnStatus = ConnectStatus.ServerFull;


​ In connection approval delegate Netcode does not support an ability to send anything more than a boolean back. Boss Room demonstrates a way to provide meaningful error code to the client by invoking a client RPC in the same channel that Netcode uses for its connection callback.