Network
.connections
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Network
.connections
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Runtime Classes
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Network
All Members
Messages Sent
OnConnectedToServer
OnDisconnectedFromServer
OnFailedToConnect
OnFailedToConnectToMasterServer
OnNetworkInstantiate
OnPlayerConnected
OnPlayerDisconnected
OnSerializeNetworkView
OnServerInitialized
Class Variables
connections
connectionTesterIP
connectionTesterPort
incomingPassword
isClient
isMessageQueueRunning
isServer
logLevel
maxConnections
minimumAllocatableViewIDs
natFacilitatorIP
natFacilitatorPort
peerType
player
proxyIP
proxyPassword
proxyPort
sendRate
time
useProxy
Class Functions
AllocateViewID
CloseConnection
Connect
Destroy
DestroyPlayerObjects
Disconnect
GetAveragePing
GetLastPing
HavePublicAddress
InitializeSecurity
InitializeServer
Instantiate
RemoveRPCs
RemoveRPCsInGroup
SetLevelPrefix
SetReceivingEnabled
SetSendingEnabled
TestConnection
TestConnectionNAT
static
var
connections :
NetworkPlayer
[]
Description
All connected players.
On a client this contains only the server.
JavaScripts
JavaScript
C#
Boo
function
OnGUI
() {
if
(
GUILayout.Button
(
"Disconnect first player"
)) {
if
(
Network.connections
.Length > 0) {
Debug.Log
(
"Disconnecting: "
+
Network.connections
[0].ipAddress+
":"
+
Network.connections
[0].port);
Network.CloseConnection
(
Network.connections
[0], true);
}
}
}
using UnityEngine;
using System.Collections;
public
class
example :
MonoBehaviour
{
void
OnGUI
() {
if
(
GUILayout.Button
(
"Disconnect first player"
))
if
(
Network.connections
.Length > 0) {
Debug.Log
(
"Disconnecting: "
+
Network.connections
[0].ipAddress +
":"
+
Network.connections
[0].port);
Network.CloseConnection
(
Network.connections
[0], true);
}
}
}
import
UnityEngine
import
System.Collections
class
example(
MonoBehaviour
):
def
OnGUI
():
if
GUILayout.Button
('Disconnect first player'):
if
Network.connections
.Length > 0:
Debug.Log
(((('Disconnecting: ' +
Network.connections
[0].ipAddress) + ':') +
Network.connections
[0].port))
Network.CloseConnection
(
Network.connections
[0], true)