AddExternalConnection | This accepts a network connection from another external source and adds it to the server. |
AddPlayerForConnection | When an AddPlayer message handler has received a request from a player, the server calls this to assoicate the player object with the connection. |
ClearHandlers | Clear all registered callback handlers. |
ClearLocalObjects | This clears all of the networked objects that the server is aware of. This can be required if a scene change deleted all of the objects without destroying them in the normal manner. |
ClearSpawners | Clears all registered spawn prefab and spawn handler functions for this server. |
Configure | This configures the transport layer settings for the server. |
Destroy | Destroys this object and corresponding objects on all clients. |
DestroyPlayersForConnection | This destroys all the player objects associated with a NetworkConnections on a server. |
DisconnectAll | Disconnect all currently connected clients. |
FindLocalObject | This finds the NetworkIdentity game object that matches a netId. |
GetConnectionStats | Gets aggregate packet stats for all connections. |
GetStatsIn | Get inbound network statistics for the server. |
GetStatsOut | Get outbound network statistics for the client. |
Listen | Start the server on the given port number. Note that if a match has been created, this will listen using the relay server instead of a local socket. |
ListenRelay | Starts a server using a relay server. This is the manual way of using the relay server, as the regular NetworkServer.Connect() will automatically use the relay server if a match exists. |
RegisterHandler | Register a handler for a particular message type. |
RemoveExternalConnection | This removes an external connection added with AddExternalConnection(). |
ReplacePlayerForConnection | This replaces the player object for a connection with a different player object. The old player object is not destroyed. |
Reset | Reset the NetworkServer singleton. |
ResetConnectionStats | Resets the packet stats on all connections. |
SendByChannelToAll | Sends a network message to all connected clients on a specified transport layer QoS channel. |
SendByChannelToReady | Sends a network message to all connected clients that are "ready" on a specified transport layer QoS channel. |
SendBytesToPlayer | This sends an array of bytes to a specific player. |
SendBytesToReady | This sends an array of bytes to all ready players. |
SendToAll | Send a message structure with the given type number to all connected clients. |
SendToClient | Send a message to the client which owns the given connection ID. |
SendToClientOfPlayer | Send a message to the client which owns the given player object instance. |
SendToReady | Send a message structure with the given type number to only clients which are ready. |
SendUnreliableToAll | Send given message structure as an unreliable message to all connected clients. |
SendUnreliableToReady | Send given message structure as an unreliable message only to ready clients. |
SendWriterToReady | Sends the contents of a NetworkWriter object to the ready players. |
SetAllClientsNotReady | Marks all connected clients as no longer ready. |
SetClientNotReady | Sets the client of the connection to be not-ready. |
SetClientReady | Sets the client to be ready. |
SetNetworkConnectionClass | This sets the class used when creating new network connections. |
Shutdown | This shuts down the server and disconnects all clients. |
Spawn | Spawn the given game object on all clients which are ready. |
SpawnObjects | This causes NetworkIdentity objects in a scene to be spawned on a server. |
SpawnWithClientAuthority | This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. |
UnregisterHandler | Unregisters a handler for a particular message type. |
UnSpawn | This takes an object that has been spawned and un-spawns it. |