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Struct UnityTransport.ConnectionAddressData

Structure to store the address to connect to

Inherited Members#

System.ValueType.Equals(System.Object)

System.ValueType.GetHashCode()

System.ValueType.ToString()

System.Object.Equals(System.Object, System.Object)

System.Object.GetType()

System.Object.ReferenceEquals(System.Object, System.Object)

Namespace: Unity.Netcode.Transports.UTP#
Assembly: MLAPI.dll#
Syntax#
[Serializable]
public struct ConnectionAddressData

Fields#

Address#

IP address of the server (address to which clients will connect to).

Declaration#
public string Address
Field Value#
TypeDescription
System.String

Port#

UDP port of the server.

Declaration#
public ushort Port
Field Value#
TypeDescription
System.UInt16

ServerListenAddress#

IP address the server will listen on. If not provided, will use 'Address'.

Declaration#
public string ServerListenAddress
Field Value#
TypeDescription
System.String

Properties#

ListenEndPoint#

Endpoint (IP address and port) server will listen/bind on.

Declaration#
public readonly NetworkEndPoint ListenEndPoint { get; }
Property Value#
TypeDescription
NetworkEndPoint

ServerEndPoint#

Endpoint (IP address and port) clients will connect to.

Declaration#
public readonly NetworkEndPoint ServerEndPoint { get; }
Property Value#
TypeDescription
NetworkEndPoint