s&box docs

public static abstract sealed class Editor.EditorUtility.Network

Broader workflow and conceptual references connected to this API.

Methods

Showing 3 methods

public static void Connect(string address)

Connenct to a network address

public static void Disconnect()

Disconnect from the current network session

public static void StartHosting()

Start hosting a lobby. If we're not already in play mode, we'll enter play mode first.

Properties

Showing 6 properties

public static bool Editor.EditorUtility.Network.Active { get; set; }

True if the network system is active

public static Sandbox.Connection[] Editor.EditorUtility.Network.Channels { get; set; }

Return all of the channels on this connection. If you're the host, it should return all client connections. If you're the client, it should return empty - unless you're in a p2p session (lobby). Returns empty if you're not connected

public static bool Editor.EditorUtility.Network.Client { get; set; }

True if the network system is active and we're the host

public static bool Editor.EditorUtility.Network.Hosting { get; set; }

True if the network system is active and we're the host

public static Sandbox.Network.LobbyPrivacy Editor.EditorUtility.Network.HostPrivacy { get; set; }

Determines who can join a lobby hosted from the editor. Should only be set before creating a lobby. Persists between lobbies.

public static Sandbox.Network.NetworkSocket[] Editor.EditorUtility.Network.Sockets { get; set; }

Return all of the sockets on this connection. If you're the host, it should return all active sockets. If you're the client, it should return empty - unless you're in a p2p session (lobby). Returns empty if you're not connected

Metadata

FieldValue
Namespaceglobal
Typeclass
AssemblySandbox.Tools
Doc IDT:Editor.EditorUtility.Network

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