Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JJAPrograms · Feb 21, 2011 at 04:07 PM · playerconnectenter

Get Player to enter their I.P? And let others Connect?

Hi, i need a script that will allow the player to use GUI to enter a server I.P and Port then they can connect. Or create their own. (#)pragma strict //take away the brackets (#)pragma implicit (#)pragma downcast

var connectToIP : String = "127.0.0.1"; var connectPort : int = 25001;

//Obviously the GUI is for both client&servers (mixed!) function OnGUI () {

if (Network.peerType == NetworkPeerType.Disconnected){ //We are currently disconnected: Not a client or host GUILayout.Label("Connection status: Disconnected");

 connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100));
 connectPort = parseInt(GUILayout.TextField(connectPort.ToString()));

 GUILayout.BeginVertical();
 if (GUILayout.Button ("Connect as client"))
 {
     //Connect to the "connectToIP" and "connectPort" as entered via the GUI
     //Ignore the NAT for now

     Network.Connect(connectToIP, connectPort);
 }

 if (GUILayout.Button ("Start Server"))
 {
     //Start a server for 32 clients using the "connectPort" given via the GUI
     //Ignore the nat for now    

     Network.InitializeServer(32, connectPort);
 }
 GUILayout.EndVertical();


}else{ //We've got a connection(s)!

 if (Network.peerType == NetworkPeerType.Connecting){

     GUILayout.Label("Connection status: Connecting");

 } else if (Network.peerType == NetworkPeerType.Client){

     GUILayout.Label("Connection status: Client!");
     GUILayout.Label("Ping to server: "+Network.GetAveragePing(  Network.connections[0] ) );     

 } else if (Network.peerType == NetworkPeerType.Server){

     GUILayout.Label("Connection status: Server!");
     GUILayout.Label("Connections: "+Network.connections.length);
     if(Network.connections.length>=1){
         GUILayout.Label("Ping to first player: "+Network.GetAveragePing(  Network.connections[0] ) );
     }           
 }

 if (GUILayout.Button ("Disconnect"))
 {
     Network.Disconnect(200);
 }

}

}

// NONE of the functions below is of any use in this demo, the code below is only used for demonstration. // First ensure you understand the code in the OnGUI() function above.

//Client functions called by Unity function OnConnectedToServer() { Debug.Log("This CLIENT has connected to a server"); }

function OnDisconnectedFromServer(info : NetworkDisconnection) { Debug.Log("This SERVER OR CLIENT has disconnected from a server"); }

function OnFailedToConnect(error: NetworkConnectionError){ Debug.Log("Could not connect to server: "+ error); }

//Server functions called by Unity function OnPlayerConnected(player: NetworkPlayer) { Debug.Log("Player connected from: " + player.ipAddress +":" + player.port); }

function OnServerInitialized() { Debug.Log("Server initialized and ready"); }

function OnPlayerDisconnected(player: NetworkPlayer) { Debug.Log("Player disconnected from: " + player.ipAddress+":" + player.port); }

// OTHERS: // To have a full overview of all network functions called by unity // the next four have been added here too, but they can be ignored for now

function OnFailedToConnectToMasterServer(info: NetworkConnectionError){ Debug.Log("Could not connect to master server: "+ info); }

function OnNetworkInstantiate (info : NetworkMessageInfo) { Debug.Log("New object instantiated by " + info.sender); }

function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) { //Custom code here (your code!) }

/* The last networking functions that unity calls are the RPC functions. As we've added "OnSerializeNetworkView", you can't forget the RPC functions that unity calls..however; those are up to you to implement.

@RPC function MyRPCKillMessage(){ //Looks like I have been killed! //Someone send an RPC resulting in this function call } */ Please Help me!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by AngryOldMan · Mar 10, 2011 at 09:10 PM

take a look at the m2h network tutorial, http://www.m2h.nl/unity/, take a look and understand the scripts for the forth example project, that has what your looking for. And don't post a script inside a script it looks awful and is difficult for people who are trying to help you to read.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Using Tags with OnTriggerExit 3 Answers

Enter Vehicle Script not working! 1 Answer

What is the proper way to disconnect from a networked game? 0 Answers

Call Other Object to Self 2 Answers

Attack within 0.61 meters? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges