Called on clients or servers when reporting events from the MasterServer.
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 public class Example(MonoBehaviour): def Start() as void: Network.InitializeServer(32, 25000) def OnServerInitialized() as void: MasterServer.RegisterHost('MyGameVer1.0.0_42', 'My Game Instance', 'This is a comment and place to store data') def OnMasterServerEvent(msEvent as MasterServerEvent) as void: if msEvent == MasterServerEvent.RegistrationSucceeded: Debug.Log('Server registered')