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Client Connecting Code

Daniel McGuinness edited this page Sep 30, 2018 · 2 revisions

Before you can take full advantage of setting up a client, you will probably want to setup server hosting code so that the client has something to actually connect to. Below is a sample of how to start a UDP Client and a TCP Client.

UDP Client

string hostAddress = "";
ushort port = 15937;
UDPClient client = new UDPClient();
client.Connect(hostAddress, port);

TCP Client

TCPClient client = new TCPClient();
client.Connect(hostAddress, port);

Assigning to Network Manager

Hard to believe? Yes that is all the code you need to start up a client, now there is one more important piece of business we must complete. Since this client is most likely going to be the main communication NetWorker with the server and the game, you are probably going to want to set it up as the default NetWorker for the NetworkManager to use. You can do this with the following:

// The client object is the same object from the above code samples

By doing this, the passed in client will be the NetWorker that is used for all communication managed by the NetworkManager. This includes spawning objects, RPC calls on those objects, scene transitions and so forth.


Getting Started
Network Contract Wizard (NCW)
Network Object
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Web Server
Netcoding Design Patterns
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