Network.InitializeServerstatic function InitializeServer (connections : int, listenPort : int, useNat : boolean) : NetworkConnectionErrorDescriptionInitialize the server. connections is the number of allowed incoming connections / number of players allowed in the game. listenPort is the port number we want to listen to. useNat sets the NAT punchthrough functionality. If you want this server to be able to accept connections using NAT punchthrough, using the facilitator, set this to true.
JavaScripts
function LaunchServer () {
Network.incomingPassword = "HolyMoly"; var useNat = !Network.HavePublicAddress(); Network.InitializeServer(32, 25000, useNat); } using UnityEngine;
using System.Collections; public class example : MonoBehaviour { void LaunchServer() { Network.incomingPassword = "HolyMoly"; bool useNat = !Network.HavePublicAddress(); Network.InitializeServer(32, 25000, useNat); } } import UnityEngine
import System.Collections class example(MonoBehaviour): def LaunchServer(): Network.incomingPassword = 'HolyMoly' useNat as bool = (not Network.HavePublicAddress()) Network.InitializeServer(32, 25000, useNat) |
