Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkBehaviour.connectionToClient

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var connectionToClient: Networking.NetworkConnection;
public Networking.NetworkConnection connectionToClient;

Description

The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on the server.

#pragma strict
//Attach this script to a GameObject
//Attach a TextMesh to the GameObject. To do this click the GameObject, click the Add Component button in the Inspector window, and go to Mesh>Text Mesh.
//Attach a NetworkIdentity to the GameObject by clicking Add Component, then go to Network>NetworkIdentity. In the component that was added, check the Local Player Authority checkbox.
//Next, create an empty GameObject. Attach a NetworkManager to it by clicking the GameObject, clicking Add Component going to Network>NetworkManager. Also add a NetworkManagerHUD the same way.
//This script outputs the Connection ID and address to the console when the Client is started
public class ConnectionToClientExample extends NetworkBehaviour {
	var m_TextMesh: TextMesh;
	function Start() {
		//Output the connection ID and IP address of the connection by using connectionToClient
		Debug.Log("Connection ID : " + connectionToClient.connectionId);
		Debug.Log("Connection Address : " + connectionToClient.address);
		//Check that the connection is marked as ready
		if (connectionToClient.isReady) {
			Debug.Log("Ready!");
		}
		//Fetch the TextMesh component of it
		m_TextMesh = GetComponentInChildren(TextMesh) as TextMesh;
		//Change the Text of the TextMesh to show the netId
		m_TextMesh.text = "ID : " + netId;
		//Output the connection to Client
	}
}
//Attach this script to a GameObject
//Attach a TextMesh to the GameObject. To do this click the GameObject, click the Add Component button in the Inspector window, and go to Mesh>Text Mesh.
//Attach a NetworkIdentity to the GameObject by clicking Add Component, then go to Network>NetworkIdentity. In the component that was added, check the Local Player Authority checkbox.
//Next, create an empty GameObject. Attach a NetworkManager to it by clicking the GameObject, clicking Add Component going to Network>NetworkManager. Also add a NetworkManagerHUD the same way.

//This script outputs the Connection ID and address to the console when the Client is started

using UnityEngine; using UnityEngine.Networking;

public class ConnectionToClientExample : NetworkBehaviour { //This is a TextMesh component that you attach to the child of the NetworkIdentity GameObject TextMesh m_TextMesh;

void Start() { //Output the connection ID and IP address of the connection by using connectionToClient Debug.Log("Connection ID : " + connectionToClient.connectionId); Debug.Log("Connection Address : " + connectionToClient.address);

//Check that the connection is marked as ready if (connectionToClient.isReady) { Debug.Log("Ready!"); }

//Enter the child of your GameObject (the GameObject with the TextMesh you attach) //Fetch the TextMesh component of it m_TextMesh = GetComponentInChildren(typeof(TextMesh)) as TextMesh; //Change the Text of the TextMesh to show the netId m_TextMesh.text = "ID : " + netId; //Output the connection to Client } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961