Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#
Method group is Obsolete

NetworkClient.Send

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

Submission failed

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

Close

Cancel

Obsolete public bool Send(short msgType, MessageBase msg);

Parameters

msgTypeThe id of the message to send.
msgA message instance to send.

Returns

bool True if message was sent.

Description

This sends a network message with a message Id to the server. This message is sent on channel zero, which by default is the reliable channel.

The message must be an instance of a class derived from MessageBase.

using UnityEngine;
using UnityEngine.Networking;

public class RegisterHostMessage : MessageBase { public string gameName; public string comment; public bool passwordProtected; }

public class MasterClient { public NetworkClient client;

public const short RegisterHostMsgId = 888;

public void RegisterHost(string name) { RegisterHostMessage msg = new RegisterHostMessage(); msg.gameName = name; msg.comment = "test"; msg.passwordProtected = false;

client.Send(RegisterHostMsgId, msg); } }

The message id passed to Send() is used to identify the handler function to invoke on the server when the message is received.

Did you find this page useful? Please give it a rating: