Listening to Network Events
Netick has several useful callbacks you can use:
OnStartup(NetworkSandbox sandbox)
Called when Netick has been started.
Client/Server
OnShutdown(NetworkSandbox sandbox)
Called when Netick has been shut down.
Client/Server
OnInput(NetworkSandbox sandbox)
Called to read inputs.
Client/Server
OnConnectRequest(NetworkSandbox sandbox, NetworkConnectionRequest request)
Called on the server when a client tries to connect. Use request to decide whether or not to allow this client to connect.
Server
OnConnectFailed(NetworkSandbox sandbox, ConnectionFailedReason reason)
Called on the client when the connection to the server was refused, or simply failed.
Client
OnConnectedToServer(NetworkSandbox sandbox, NetworkConnection server)
Called on the client when the connection to the server has succeeded.
Client
OnClientConnected(NetworkSandbox sandbox, NetworkConnection client)
Called on the server when a specific client has connected.
Server
OnClientDisconnected(NetworkSandbox sandbox, NetworkConnection client)
Called on the server when a specific client has disconnected.
Server
OnSceneLoaded(NetworkSandbox sandbox)
Called on both the client and the server when the scene has been loaded.
Client/Server
OnSceneLoadStarted(NetworkSandbox sandbox)
Called on both the client and the server before beginning to load the new scene.
Client/Server
OnClientSceneLoaded(NetworkSandbox sandbox, NetworkConnection client)
Called on the server when a specific client finished loading the scene.
Server
OnObjectCreated(NetworkObject obj)
Called when a network object has been created/initialized.
Client/Server
OnObjectDestroyed(NetworkObject obj)
Called when a network object has been destroyed/recycled.
Client/Server
You can override these methods on a class inheriting from NetworkEventsListner, and add it to an object in the scene, and Netick will find it automatically. Or, you can add it to a network prefab that you instantiate, and Netick will also find it can call methods on it.
You could also add the component NetworkEvents to an object, which does the same, but the difference is that you can plug your events right into it.
Last updated
Was this helpful?