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Client Connecting Code
Before you can take full advantage of setting up a client, you will probably want to setup server hosting code so that the client has something to actually connect to. Below is a sample of how to start a UDP Client and a TCP Client.
string hostAddress = "127.0.0.1";
ushort port = 15937;
UDPClient client = new UDPClient();
client.Connect(hostAddress, port);
TCPClient client = new TCPClient();
client.Connect(hostAddress, port);
Hard to believe? Yes that is all the code you need to start up a client, now there is one more important piece of business we must complete. Since this client is most likely going to be the main communication NetWorker
with the server and the game, you are probably going to want to set it up as the default NetWorker
for the NetworkManager
to use. You can do this with the following:
// The client object is the same object from the above code samples
NetworkManager.Instance.Initialize(client);
By doing this, the passed in client will be the NetWorker
that is used for all communication managed by the NetworkManager
. This includes spawning objects, RPC calls on those objects, scene transitions and so forth.
Please note that you should instantiate the network manager prefab yourself, like the MultiplayerMenu does, else the network manager's singleton instance will be null!
Getting Started
Network Contract Wizard (NCW)
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Netcoding Design Patterns
Troubleshooting
Miscellaneous
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Connection Cycle Events
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Rewinding
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Network Logging
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Working with Multiple Sockets
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Modify Master and Standalone servers
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NAT Hole Punching
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UDP LAN Discovery
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Offline Mode
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Ping Pong
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Lobby System
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Upgrading Forge Remastered to Develop branch or different version
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Forge Networking Classic to Remastered Migration Guide
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Script to easily use Forge Networking from sources
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Run Two Unity Instances with Shared Assets for Easiest Dedicated Client Workflow