Called on clients or servers when reporting events from the MasterServer.
Like, for example, when a host list has been received or host registration succeeded.
#pragma strict 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 ExampleClass : 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"); } }
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