Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkServer.Listen

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

Sumbission failed

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

Close

Cancel

public static function Listen(ipAddress: string, serverPort: int): bool;
public static bool Listen(string ipAddress, int serverPort);
public static function Listen(serverPort: int): bool;
public static bool Listen(int serverPort);

Parameters

ipAddress The IP address to bind to (optional).
serverPort Listen port number.

Returns

bool True if listen succeeded.

Description

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.

#pragma strict
public class Manager extends MonoBehaviour {
	var isAtStartup: boolean = true;
	function Update() {
		if (Input.GetKeyDown(KeyCode.S) && isAtStartup) {
			NetworkServer.Listen(4444);
			NetworkServer.RegisterHandler(MsgType.Ready, OnPlayerReadyMessage);
			isAtStartup = false;
		}
	}
	public function OnPlayerReadyMessage(netMsg: NetworkMessage) {
		// TODO: create player and call PlayerIsReady()
	}
}
using UnityEngine;
using UnityEngine.Networking;

public class Manager : MonoBehaviour {

bool isAtStartup = true; void Update () { if (Input.GetKeyDown(KeyCode.S) && isAtStartup) { NetworkServer.Listen(4444); NetworkServer.RegisterHandler(MsgType.Ready, OnPlayerReadyMessage); isAtStartup = false; } }

public void OnPlayerReadyMessage(NetworkMessage netMsg) { // TODO: create player and call PlayerIsReady() } }