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Class NetworkManager.ConnectionApprovalResponse

Connection Approval Response

Inheritance

System.Object

NetworkManager.ConnectionApprovalResponse

Inherited Members

System.Object.Equals(System.Object)

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

System.Object.GetHashCode()

System.Object.GetType()

System.Object.MemberwiseClone()

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

System.Object.ToString()

Namespace: Unity.Netcode
Assembly: MLAPI.dll
Syntax
public class ConnectionApprovalResponse

Fields

Approved

Whether or not the client was approved

Declaration
public bool Approved
Field Value
TypeDescription
System.Boolean

CreatePlayerObject

If true, a player object will be created. Otherwise the client will have no object.

Declaration
public bool CreatePlayerObject
Field Value
TypeDescription
System.Boolean

Pending

If the Approval decision cannot be made immediately, the client code can set Pending to true, keep a reference to the ConnectionApprovalResponse object and write to it later. Client code must exercise care to setting all the members to the value it wants before marking Pending to false, to indicate completion. If the field is set as Pending = true, we'll monitor the object until it gets set to not pending anymore and use the parameters then.

Declaration
public bool Pending
Field Value
TypeDescription
System.Boolean

PlayerPrefabHash

The prefabHash to use for the client. If createPlayerObject is false, this is ignored. If playerPrefabHash is null, the default player prefab is used.

Declaration
public uint? PlayerPrefabHash
Field Value
TypeDescription
System.Nullable\<System.UInt32>

Position

The position to spawn the client at. If null, the prefab position is used.

Declaration
public Vector3? Position
Field Value
TypeDescription
System.Nullable\<Vector3>

Rotation

The rotation to spawn the client with. If null, the prefab position is used.

Declaration
public Quaternion? Rotation
Field Value
TypeDescription
System.Nullable\<Quaternion>