Manual     Reference     Scripting  
  
Scripting > Runtime Classes > MasterServer   
  • Menu
  • Overview
  • Runtime Classes
  • Attributes
  • Enumerations
  • Editor Classes
  • Attributes
  • Enumerations
  • History
  • Index
  • MasterServer
  • All Members
  • Messages Sent
  • OnFailedToConnectToMasterServer
  • OnMasterServerEvent
  • Class Variables
  • dedicatedServer
  • ipAddress
  • port
  • updateRate
  • Class Functions
  • ClearHostList
  • PollHostList
  • RegisterHost
  • RequestHostList
  • UnregisterHost

MasterServer.OnMasterServerEvent  

function OnMasterServerEvent (msEvent : MasterServerEvent) : void

Description

Called on clients or servers when reporting events from the MasterServer.

Like, for example, when a host list has been received or host registration succeeded.

JavaScript
function Start () {
Network.InitializeServer(32, 25000);
}

function OnServerInitialized() {
MasterServer.RegisterHost( "MyGameVer1.0.0_42"
, "My Game Instance"
, "This is a comment and place to store data");
}

function OnMasterServerEvent(msEvent: MasterServerEvent) {
if (msEvent == MasterServerEvent.RegistrationSucceeded) {
Debug.Log("Server registered");
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Start() {
Network.InitializeServer(32, 25000);
}
void OnServerInitialized() {
MasterServer.RegisterHost("MyGameVer1.0.0_42", "My Game Instance", "This is a comment and place to store data");
}
void OnMasterServerEvent(MasterServerEvent msEvent) {
if (msEvent == MasterServerEvent.RegistrationSucceeded)
Debug.Log("Server registered");

}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Start():
Network.InitializeServer(32, 25000)

def OnServerInitialized():
MasterServer.RegisterHost('MyGameVer1.0.0_42', 'My Game Instance', 'This is a comment and place to store data')

def OnMasterServerEvent(msEvent as MasterServerEvent):
if msEvent == MasterServerEvent.RegistrationSucceeded:
Debug.Log('Server registered')