With every new connection, Netcode for GameObjects (Netcode) performs a handshake in addition to handshakes done by the transport. This ensures the
NetworkConfig on the Client matches the Server's
NetworkConfig. You can enable
ConnectionApproval in the
NetworkManager or via code by setting
Connection approval allows you to decide, on a per connection basis, if the connection should be allowed. Connection approval also enables you to specify the player Prefab to be created, allowing you to override the default
NetworkManager defined player Prefab on a per player basis. By setting
ConnectionApproval property of the
true Netcode will then check to make sure the
NetworkManager.ConnectionApprovalCallback has been assigned. If it has been assigned, then Netcode will use the connection approval process for connecting clients.
If it isn't assigned even with the
NetworkManager.ConnectionApprovalCallback set to
true, then the basic authentication will be used for the user! (that is, automatically authorizes and assigns the default player prefab)
This class represents the client-to-server request which contains:
- ClientNetworkId: the connecting client identifier
- Payload: any additional user defined connection data
This is how the connection approval response is formed by server-side specific user code in the handler assigned to 'NetworkManager.ConnectionApprovalCallback'. On the server side, this class has all of the connection approval response information required to either authorize or reject a player attempting to connect. It also has the following properties:
- Approved: When
truethe player is approved and
falsethe player is denied.
- CreatePlayerObject: When
truethe server will spawn a player Prefab for the connecting player. The default player Prefab is defined in NetworkManager. to specify a player Prefab other than the default use the
- PlayerPrefabHash: The type of player Prefab to use for the authorized player (if this is null it uses the default
NetworkManagerdefined player prefab)
- Position and Rotation: The position and rotation of the player when spawned
- Pending: Provides the ability to mark the approval "pending" to delay the authorization until other user-specific code finishes the approval process.
Unlike previous versions of Netcode for GameObjects where users were provided a callback to be invoked within the connection approval handler method, users now only need to set the appropriate properties of the
NetworkManager.ConnectionApprovalResponse class. Part of this update allows users to set their
Pending which provides users additional time to process any other tasks involved with the player approval process.
Server Side Connection Approval Example
private void Setup()
NetworkManager.Singleton.ConnectionApprovalCallback = ApprovalCheck;
private void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
// The client identifier to be authenticated
var clientId = request.ClientNetworkId;
// Additional connection data defined by user code
var connectionData = request.Payload;
// Your approval logic determines the following values
response.Approved = true;
response.CreatePlayerObject = true;
// The Prefab hash value of the NetworkPrefab, if null the default NetworkManager player Prefab is used
response.PlayerPrefabHash = null;
// Position to spawn the player object (if null it uses default of Vector3.zero)
response.Position = Vector3.zero;
// Rotation to spawn the player object (if null it uses the default of Quaternion.identity)
response.Rotation = Quaternion.identity;
// If additional approval steps are needed, set this to true until the additional steps are complete
// once it transitions from true to false the connection approval response will be processed.
response.Pending = false;
Connection data (
ConnectionApprovalRequest.Payload parameter takes any custom data of your choice that the client should send to the server. Usually, this data should be some sort of ticket, room password, or similar that will decide if a connection should be approved or not. The
connectionData is specified on the Client-side in the
NetworkingConfig supplied when connecting.
NetworkManager.Singleton.NetworkConfig.ConnectionData = System.Text.Encoding.ASCII.GetBytes("room password");
Payload, defined by the client-side
NetworkConfig.ConnectionData, will be sent to the server as part of the
Payload of the connection request message that will be used on the server-side to determine if the client is approved or not. The connetion data is completely optional and the connection approval process can be used to simply assign player's unique prefabs, other than the default, as well as facilitates the ability to spawn players at various locations (without requiring the client to send any form of connection data).
Netcode uses a callback system to allow for external validation. For example, you might have a steam authentication ticket sent as the
ConnectionData that you want to validate against steam servers. This can take some time, so you will want to set the
NetworkManager.ConnectionApprovalResponse.Pending to true while the steam server(or other third party authentication service) occurs. However, if the third party authentication process (that is, steam servers, etc) takes longer than the time specified by the
NetworkConfig.ClientConnectionBufferTimeout, then the connection will be dropped. The timer for this starts when the server notified of the new inbound client connection. The "Client Connection Buffer Timeout" value can be set via the
NetworkManager in the inspector view or accessed via the
If connection approval is enabled. Any messages sent before a connection is setup are silently ignored.
Connection data security
The connection data isn't encrypted or authenticated.
A man in the middle attack can be done. it's strongly suggested to not send authentication tokens such as steam tickets or user passwords over connection approval.