Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

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

NetworkServer.AddPlayerForConnection

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

Sumbission failed

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

Close

Cancel

Switch to Manual
public static function AddPlayerForConnection(conn: Networking.NetworkConnection, player: GameObject, playerControllerId: short): bool;
public static bool AddPlayerForConnection(Networking.NetworkConnection conn, GameObject player, short playerControllerId);

Parameters

conn Connection which is adding the player.
player Player object spawned for the player.
playerControllerId The player controller ID number as specified by client.

Returns

bool True if player was added.

Description

When an AddPlayer message handler has received a request from a player, the server calls this to assoicate the player object with the connection.

When a player is added for a connection, the client for that connection is made ready automatically. The player object is automatically spawned, so you do not need to call NetworkServer.Spawn for that object. This function is used for "adding" a player, not for "replacing" the player on a connection. If there is already a player on this playerControllerId for this connection, this will fail.

#pragma strict
class MyServer extends MonoBehaviour {
	public var playerPrefab: GameObject;
	function Start() {
		NetworkServer.RegisterHandler(MsgType.AddPlayer, OnAddPlayerMessage);
	}
	function OnAddPlayerMessage(netMsg: NetworkMessage) {
		var thePlayer: GameObject = GameObjectInstantiate(playerPrefab, Vector3.Zero, Quaternion.identity);
		// This spawns the new player on all clients
		NetworkServer.AddPlayerForConnection(conn, thePlayer, 0);
	}
}
class MyServer : MonoBehaviour
{

public GameObject playerPrefab;

function Start() { NetworkServer.RegisterHandler(MsgType.AddPlayer, OnAddPlayerMessage); }

void OnAddPlayerMessage(NetworkMessage netMsg) {

GameObject thePlayer = (GameObject)Instantiate(playerPrefab, Vector3.Zero, Quaternion.identity);

// This spawns the new player on all clients NetworkServer.AddPlayerForConnection(conn, thePlayer, 0); } }
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