Global manager to hold and tick the singleton instance of NetworkSystem.
Connectionsobsolete |
A list of connections that are currently on this server. If you're not on a server
this will return only one connection (Connection.Local). Some games restrict the
connection list - in which case you will get an empty list. |
HostConnectionobsolete |
The connection of the current network host. |
HostStats |
Get the latest host stats such as bandwidth used and the current frame rate. |
IsActive |
True if we're currently connecting to the server |
IsClient |
True if we're currently connected to a server, and we are not the host |
IsConnecting |
True if we're currently connecting to the server |
IsHost |
True if we can be considered the host of this session. Either we're not connected to a server, or we are host of a server. |
MapName |
The name of the map being used on the server you're connected to. |
MaxPlayers |
The maximum number of players allowed on the server you're connected to. |
ServerName |
The name of the server you are currently connected to. |
Connect |
|
CreateLobby |
Will create a new lobby with the specified Sandbox.Network.LobbyConfig to
customize the lobby further. |
Disconnect |
Disconnect from current multiplayer session. |
FindConnectionobsolete |
|
GetData |
Get data about the current server or lobby. This data can be used for filtering
when querying lobbies. |
JoinBestLobby |
Try to join the best lobby. Return true on success. |
QueryLobbies |
Get all lobbies for the current game. |
SetData |
Set data about the current server or lobby. Other players can query this
when searching for a game. Note: for now, try to keep the key and value as short
as possible, Steam enforce a character limit on server tags, so it could be possible
to reach that limit when running a Dedicated Server. In the future we'll store this
stuff on our backend, so that won't be a problem. |
TryConnectSteamId |
Will try to connect to a server. Will return false if failed to connect. |