Skip to main content

Class NetworkManager

The main component of the library

Inheritance

System.Object

NetworkManager

Implements

INetworkUpdateSystem

Namespace: Unity.Netcode
Assembly: MLAPI.dll
Syntax
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem

Fields

LogLevel

The log level to use

Declaration
public LogLevel LogLevel
Field Value
TypeDescription
LogLevel

NetworkConfig

The current NetworkConfig

Declaration
public NetworkConfig NetworkConfig
Field Value
TypeDescription
NetworkConfig

PendingClients

Gets a dictionary of the clients that have been accepted by the transport but are still pending by the Netcode. This is only populated on the server.

Declaration
public readonly Dictionary<ulong, PendingClient> PendingClients
Field Value
TypeDescription
System.Collections.Generic.Dictionary\<System.UInt64, PendingClient>

RunInBackground

Gets or sets if the application should be set to run in background

Declaration
public bool RunInBackground
Field Value
TypeDescription
System.Boolean

ServerClientId

The client id used to represent the server

Declaration
public const ulong ServerClientId = 0UL
Field Value
TypeDescription
System.UInt64

Properties

ConnectedClients

Gets a dictionary of connected clients and their clientId keys. This is only accessible on the server.

Declaration
public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients { get; }
Property Value
TypeDescription
IReadOnlyDictionary\<System.UInt64, NetworkClient>

ConnectedClientsIds

Gets a list of just the IDs of all connected clients. This is only accessible on the server.

Declaration
public IReadOnlyList<ulong> ConnectedClientsIds { get; }
Property Value
TypeDescription
IReadOnlyList\<System.UInt64>

ConnectedClientsList

Gets a list of connected clients. This is only accessible on the server.

Declaration
public IReadOnlyList<NetworkClient> ConnectedClientsList { get; }
Property Value
TypeDescription
IReadOnlyList\<NetworkClient>

ConnectedHostname

The current host name we are connected to, used to validate certificate

Declaration
public string ConnectedHostname { get; }
Property Value
TypeDescription
System.String

ConnectionApprovalCallback

The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection

Declaration
public Action<NetworkManager.ConnectionApprovalRequest, NetworkManager.ConnectionApprovalResponse> ConnectionApprovalCallback { get; set; }
Property Value
TypeDescription
System.Action\<NetworkManager.ConnectionApprovalRequest, NetworkManager.ConnectionApprovalResponse>

CustomMessagingManager

Gets the CustomMessagingManager for this NetworkManager

Declaration
public CustomMessagingManager CustomMessagingManager { get; }
Property Value
TypeDescription
CustomMessagingManager

IsClient

Gets Whether or not a client is running

Declaration
public bool IsClient { get; }
Property Value
TypeDescription
System.Boolean

IsConnectedClient

Gets if we are connected as a client

Declaration
public bool IsConnectedClient { get; }
Property Value
TypeDescription
System.Boolean

IsHost

Gets if we are running as host

Declaration
public bool IsHost { get; }
Property Value
TypeDescription
System.Boolean

IsListening

Gets Whether or not we are listening for connections

Declaration
public bool IsListening { get; }
Property Value
TypeDescription
System.Boolean

IsServer

Gets Whether or not a server is running

Declaration
public bool IsServer { get; }
Property Value
TypeDescription
System.Boolean

LocalClient

Gets the local NetworkClient for this client.

Declaration
public NetworkClient LocalClient { get; }
Property Value
TypeDescription
NetworkClient

LocalClientId

Returns ServerClientId if IsServer or LocalClientId if not

Declaration
public ulong LocalClientId { get; }
Property Value
TypeDescription
System.UInt64

LocalTime

The local NetworkTime

Declaration
public NetworkTime LocalTime { get; }
Property Value
TypeDescription
NetworkTime

NetworkTickSystem

Accessor for the NetworkTickSystem of the NetworkManager.

Declaration
public NetworkTickSystem NetworkTickSystem { get; }
Property Value
TypeDescription
NetworkTickSystem

NetworkTimeSystem

Accessor for the NetworkTimeSystem of the NetworkManager. Prefer the use of the LocalTime and ServerTime properties

Declaration
public NetworkTimeSystem NetworkTimeSystem { get; }
Property Value
TypeDescription
NetworkTimeSystem

PrefabHandler

The NetworkPrefabHandler instance created after starting the NetworkManager

Declaration
public NetworkPrefabHandler PrefabHandler { get; }
Property Value
TypeDescription
NetworkPrefabHandler

SceneManager

The NetworkSceneManager instance created after starting the NetworkManager

Declaration
public NetworkSceneManager SceneManager { get; }
Property Value
TypeDescription
NetworkSceneManager

ServerTime

The NetworkTime on the server

Declaration
public NetworkTime ServerTime { get; }
Property Value
TypeDescription
NetworkTime

ShutdownInProgress

Can be used to determine if the NetworkManager is currently shutting itself down

Declaration
public bool ShutdownInProgress { get; }
Property Value
TypeDescription
System.Boolean

Singleton

The singleton instance of the NetworkManager

Declaration
public static NetworkManager Singleton { get; }
Property Value
TypeDescription
NetworkManager

SpawnManager

Gets the SpawnManager for this NetworkManager

Declaration
public NetworkSpawnManager SpawnManager { get; }
Property Value
TypeDescription
NetworkSpawnManager

Methods

AddNetworkPrefab(GameObject)

Adds a new prefab to the network prefab list. This can be any GameObject with a NetworkObject component, from any source (addressables, asset bundles, Resource.Load, dynamically created, etc)

There are three limitations to this method:

  • If you have NetworkConfig.ForceSamePrefabs enabled, you can only do this before starting networking, and the server and all connected clients must all have the same exact set of prefabs added via this method before connecting
  • Adding a prefab on the server does not automatically add it on the client - it's up to you to make sure the client and server are synchronized via whatever method makes sense for your game (RPCs, configs, deterministic loading, etc)
  • If the server sends a Spawn message to a client that has not yet added a prefab for, the spawn message and any other relevant messages will be held for a configurable time (default 1 second, configured via NetworkConfig.SpawnTimeout) before an error is logged. This is intented to enable the SDK to gracefully handle unexpected conditions (slow disks, slow network, etc) that slow down asset loading. This timeout should not be relied on and code shouldn't be written around it - your code should be written so that the asset is expected to be loaded before it's needed.
Declaration
public void AddNetworkPrefab(GameObject prefab)
Parameters
TypeNameDescription
GameObjectprefab
Exceptions
TypeCondition
System.Exception

DisconnectClient(UInt64)

Disconnects the remote client.

Declaration
public void DisconnectClient(ulong clientId)
Parameters
TypeNameDescription
System.UInt64clientIdThe ClientId to disconnect

GetNetworkPrefabOverride(GameObject)

Returns the to use as the override as could be defined within the NetworkPrefab list Note: This should be used to create pools (with NetworkObject components) under the scenario where you are using the Host model as it spawns everything locally. As such, the override will not be applied when spawning locally on a Host. Related Classes and Interfaces: NetworkPrefabHandler INetworkPrefabInstanceHandler

Declaration
public GameObject GetNetworkPrefabOverride(GameObject gameObject)
Parameters
TypeNameDescription
GameObjectgameObjectthe to be checked for a NetworkManager defined NetworkPrefab override
Returns
TypeDescription
GameObjecta that is either the override or if no overrides exist it returns the same as the one passed in as a parameter

NetworkUpdate(NetworkUpdateStage)

The update method that is being executed in the context of related NetworkUpdateStage.

Declaration
public void NetworkUpdate(NetworkUpdateStage updateStage)
Parameters
TypeNameDescription
NetworkUpdateStageupdateStageThe NetworkUpdateStage that is being executed.

RemoveNetworkPrefab(GameObject)

Remove a prefab from the prefab list. As with AddNetworkPrefab, this is specific to the client it's called on - calling it on the server does not automatically remove anything on any of the client processes.

Like AddNetworkPrefab, when NetworkConfig.ForceSamePrefabs is enabled, this cannot be called after connecting.

Declaration
public void RemoveNetworkPrefab(GameObject prefab)
Parameters
TypeNameDescription
GameObjectprefab

SetSingleton()

Set this NetworkManager instance as the static NetworkManager singleton

Declaration
public void SetSingleton()

Shutdown(Boolean)

Globally shuts down the library. Disconnects clients if connected and stops server if running.

Declaration
public void Shutdown(bool discardMessageQueue = false)
Parameters
TypeNameDescription
System.BooleandiscardMessageQueueIf false, any messages that are currently in the incoming queue will be handled, and any messages in the outgoing queue will be sent, before the shutdown is processed. If true, NetworkManager will shut down immediately, and any unprocessed or unsent messages will be discarded.

StartClient()

Starts a client

Declaration
public bool StartClient()
Returns
TypeDescription
System.Boolean(/) returns true if NetworkManager started in client mode successfully.

StartHost()

Starts a Host

Declaration
public bool StartHost()
Returns
TypeDescription
System.Boolean(/) returns true if NetworkManager started in host mode successfully.

StartServer()

Starts a server

Declaration
public bool StartServer()
Returns
TypeDescription
System.Boolean(/) returns true if NetworkManager started in server mode successfully.

Events

OnClientConnectedCallback

The callback to invoke once a client connects. This callback is only ran on the server and on the local client that connects.

Declaration
public event Action<ulong> OnClientConnectedCallback
Event Type
TypeDescription
System.Action\<System.UInt64>

OnClientDisconnectCallback

The callback to invoke when a client disconnects. This callback is only ran on the server and on the local client that disconnects.

Declaration
public event Action<ulong> OnClientDisconnectCallback
Event Type
TypeDescription
System.Action\<System.UInt64>

OnServerStarted

The callback to invoke once the server is ready

Declaration
public event Action OnServerStarted
Event Type
TypeDescription
System.Action

OnTransportFailure

The callback to invoke if the NetworkTransport fails.

Declaration
public event Action OnTransportFailure
Event Type
TypeDescription
System.Action
Remarks

A failure of the transport is always followed by the NetworkManager shutting down. Recovering from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or recreating a new service allocation depending on the transport) and restarting the client/server/host.

Implements

INetworkUpdateSystem

Extension Methods

NetworkUpdateLoop.RegisterAllNetworkUpdates(INetworkUpdateSystem)

NetworkUpdateLoop.RegisterNetworkUpdate(INetworkUpdateSystem, NetworkUpdateStage)

NetworkUpdateLoop.UnregisterAllNetworkUpdates(INetworkUpdateSystem)

NetworkUpdateLoop.UnregisterNetworkUpdate(INetworkUpdateSystem, NetworkUpdateStage)