Version: 2018.4
Integration using the HUD
Integration using NetworkTransport

Integration using Unity’s High-Level API

To integrate Unity Multiplayer Services using the Networking High-Level API, you must use the NetworkMatch class directly in your scripts. 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!");
    }
}
Integration using the HUD
Integration using NetworkTransport
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