Like the Network Manager callbacks, there are a number of events relating to network behaviours that can occur over the course of a normal multiplayer game. These include events such as the host starting up, a player joining, or a player leaving. Each of these possible events has an associated callback that you can implement in your own code to take action when the event occurs.
When you create a script which inherits from NetworkBehaviour, you can write your own implementation of what should happen when these events occur. To do this, you override the virtual methods on the NetworkBehaviour
class with your own implementation of what should happen when the given event occurs.
This page lists all the virtual methods (the callbacks) that you can implement on Network Behaviour, and when they occur. A game can run in one of three modes, host, client, or server-only. The callbacks for each mode are listed below:
When a client connects:
OnStartServer
OnRebuildObservers
Start()
function is called
When a client connects:
OnStartClient
OnStartLocalPlayer
OnStartAuthority
Start()
function is called
These are only called on the Player GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary when a client connects:
OnStartServer
OnStartClient
OnRebuildObservers
OnStartAuthority
OnStartLocalPlayer
Start()
function is called
OnSetLocalVisibility
On any remaining clients, when a client disconnects:
OnNetworkDestroy
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