Network Events

Your games will likely want to react to people joining and leaving the game. To help with this you can implement Component.INetworkListener or Component.INetworkSpawn on a component and place it in the scene.

Example

Here's an example, where on joining the game a player object is created and the incoming player is assigned as the owner.

public sealed class GameNetworkManager : Component, Component.INetworkListener
{
	[Property] public GameObject PlayerPrefab { get; set; }
	[Property] public GameObject SpawnPoint { get; set; }

	/// <summary>
	/// Called on the host when someone successfully joins the server (including the local player)
	/// </summary>
	public void OnActive( Connection connection )
	{
		// Spawn a player for this client
		var player = PlayerPrefab.Clone( SpawnPoint.WorldTransform );

		// Find the NameTag component and set their name correctly
		var nameTag = player.Components.Get<NameTagPanel>( FindMode.EverythingInSelfAndDescendants );
		if ( nameTag is not null )
		{
			nameTag.Name = connection.DisplayName;
		}

		// Spawn it on the network, assign connection as the owner
		player.NetworkSpawn( connection );
	}
}

INetworkListener

The interface INetworkListener has multiple methods that you can optionally override. These are all called on the host only.

Method Description
AcceptConnection Called before a connection is let in, so you can turn it away.
OnConnected The client has connected to the server. They're about to start handshaking, in which they'll load the game and download all the required packages.
OnDisconnected The client has disconnected from the server.
OnActive The client is fully connected and completed the handshake. After this call they will close the loading screen and start playing.
OnBecameHost The previous host left and you are now the host.

AcceptConnection

Return false to deny the connection, and set reason to the message the client is shown. If any component implementing this returns false, the connection is denied.

public bool AcceptConnection( Connection channel, ref string reason )
{
	if ( BannedSteamIds.Contains( channel.SteamId ) )
	{
		reason = "You're banned from this server.";
		return false;
	}

	if ( Connection.All.Count >= MaxPlayers )
	{
		reason = "Server is full.";
		return false;
	}

	return true;
}

OnBecameHost

In a lobby, the host can leave. When that happens one of the remaining clients is promoted, and gets this callback with the connection of the host that left. This is where you'd pick up anything only the host was doing.

public void OnBecameHost( Connection previousHost )
{
	Log.Info( $"{previousHost.DisplayName} left, we're the host now" );
}

INetworkSpawn

The interface INetworkSpawn has a method to react to objects spawning on the network.

Method Description
OnNetworkSpawn Called when this object is spawned on the network.





Created 25 Nov 2023
Updated 3 Aug 2026