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ClientScene

class in UnityEngine.Networking

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Description

A client manager which contains non-instance centrict client information and functions.

This contains static state like tracked local objects and prefab/spawner registrations. It also has the default message handlers used by clients when they registered none themselves. The manager handles adding/removing player objects to the game afer a client connection has been set as ready.

Static Variables

localPlayersA list of all players added to the game.
objectsThis is a dictionary of networked objects that have been spawned on the client.
prefabsThis is a dictionary of the prefabs that are registered on the client.
readyReturns true when a client's connection has been set to ready.
readyConnectionThe NetworkConnection object that is currently "ready". This is the connection being used connect to the server where objects are spawned from.
reconnectIdThe reconnectId to use when a client reconnects to the new host of a game after the old host was lost.
ReconnectIdHostA constant ID used by the old host when it reconnects to the new host.
ReconnectIdInvalidAn invalid reconnect Id.
spawnableObjectsThis is dictionary of the disabled NetworkIdentity objects in the scene that could be spawned by messages from the server.

Static Functions

AddPlayerThis adds a player object for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer will be called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message.
ClearSpawnersThis clears the registered spawn prefabs and spawn handler functions for this client.
ConnectLocalServerCreate and connect a local client instance to the local server.
DestroyAllClientObjectsDestroys all networked objects on the client.
FindLocalObjectThis finds the local NetworkIdentity object with the specified network Id.
ReadySignal that the client connection is ready to enter the game.
RegisterPrefabRegisters a prefab with the UNET spawning system.
RegisterSpawnHandlerThis is an advanced spawning funciotn that registers a custom assetId with the UNET spawning system.
RemovePlayerRemove the specified player ID from the game.
SetLocalObjectNetId is a unique number assigned to all objects with NetworkIdentity components in a game.
SetReconnectIdSets the Id that the ClientScene will use when reconnecting to a new host after host migration.
UnregisterPrefabRemoves a registered spawn prefab.
UnregisterSpawnHandlerRemoves a registered spawn handler function.