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Unity.Netcode.NetworkManager

The main component of the library

Inheritance

System.Dynamic.ExpandoObject

System.Dynamic.ExpandoObject

Implements

INetworkUpdateSystem

Namespace: System.Dynamic.ExpandoObject

Assembly: Netcode.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

DisconnectReason

When disconnected from the server, the server may send a reason. If a reason was sent, this property will tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called

Declaration

public string DisconnectReason { get; }

Property Value

TypeDescription
System.String

IsApproved

Is true when the client has been approved.

Declaration

public bool IsApproved { get; }

Property Value

TypeDescription
System.Boolean

Remarks

This only reflects the client's approved status and does not mean the client has finished the connection and synchronization process. The server-host will always be approved upon being starting the NetworkManager IsConnectedClient

IsClient

Gets Whether or not a client is running

Declaration

public bool IsClient { get; }

Property Value

TypeDescription
System.Boolean

IsConnectedClient

When true, the client is connected, approved, and synchronized with the server.

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

DisconnectClient(UInt64, String)

Disconnects the remote client.

Declaration

public void DisconnectClient(ulong clientId, string reason)

Parameters

TypeNameDescription
System.UInt64clientIdThe ClientId to disconnect
System.StringreasonDisconnection reason. If set, client will receive a DisconnectReasonMessage and have the reason available in the NetworkManager.DisconnectReason property

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)

Declaration

public void NetworkUpdate(NetworkUpdateStage updateStage)

Parameters

TypeNameDescription
NetworkUpdateStageupdateStage

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)