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.
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.Transform.World );
// 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.
| Method | Description |
|---|---|
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. |
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. |