To integrate Unity Multiplayer Services using the Networking High-Level API, you must use the NetworkMatch class directly in your scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary. To use it, you have to call the functions in NetworkMatch
manually and handle the callbacks yourself.
Below is an example of how you can create a match, list matches, and join a match using only the NetworkMatch, NetworkServer and NetworkClient classes.
This script sets up the matchmaker to point to the public Unity matchmaker server. It calls the NetworkMatch
functions for creating, listing, and joining matches:
Internally, NetworkMatch
uses web services to establish a match, and the given callback function is invoked when the process is complete, such as OnMatchCreate
for match creation.
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Match;
using System.Collections.Generic;
public class HostGame : MonoBehaviour
{
List<MatchInfoSnapshot> matchList = new List<MatchInfoSnapshot>();
bool matchCreated;
NetworkMatch networkMatch;
void Awake()
{
networkMatch = gameObject.AddComponent<NetworkMatch>();
}
void OnGUI()
{
// You would normally not join a match you created yourself but this is possible here for demonstration purposes.
if (GUILayout.Button("Create Room"))
{
string matchName = "room";
uint matchSize = 4;
bool matchAdvertise = true;
string matchPassword = "";
networkMatch.CreateMatch(matchName, matchSize, matchAdvertise, matchPassword, "", "", 0, 0, OnMatchCreate);
}
if (GUILayout.Button("List rooms"))
{
networkMatch.ListMatches(0, 20, "", true, 0, 0, OnMatchList);
}
if (matchList.Count > 0)
{
GUILayout.Label("Current rooms");
}
foreach (var match in matchList)
{
if (GUILayout.Button(match.name))
{
networkMatch.JoinMatch(match.networkId, "", "", "", 0, 0, OnMatchJoined);
}
}
}
public void OnMatchCreate(bool success, string extendedInfo, MatchInfo matchInfo)
{
if (success)
{
Debug.Log("Create match succeeded");
matchCreated = true;
NetworkServer.Listen(matchInfo, 9000);
Utility.SetAccessTokenForNetwork(matchInfo.networkId, matchInfo.accessToken);
}
else
{
Debug.LogError("Create match failed: " + extendedInfo);
}
}
public void OnMatchList(bool success, string extendedInfo, List<MatchInfoSnapshot> matches)
{
if (success && matches != null && matches.Count > 0)
{
networkMatch.JoinMatch(matches[0].networkId, "", "", "", 0, 0, OnMatchJoined);
}
else if (!success)
{
Debug.LogError("List match failed: " + extendedInfo);
}
}
public void OnMatchJoined(bool success, string extendedInfo, MatchInfo matchInfo)
{
if (success)
{
Debug.Log("Join match succeeded");
if (matchCreated)
{
Debug.LogWarning("Match already set up, aborting...");
return;
}
Utility.SetAccessTokenForNetwork(matchInfo.networkId, matchInfo.accessToken);
NetworkClient myClient = new NetworkClient();
myClient.RegisterHandler(MsgType.Connect, OnConnected);
myClient.Connect(matchInfo);
}
else
{
Debug.LogError("Join match failed " + extendedInfo);
}
}
public void OnConnected(NetworkMessage msg)
{
Debug.Log("Connected!");
}
}