Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkMigrationManager.ReconnectPlayerForConnection

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function ReconnectPlayerForConnection(newConnection: Networking.NetworkConnection, oldPlayer: GameObject, oldConnectionId: int, playerControllerId: short): bool;
public bool ReconnectPlayerForConnection(Networking.NetworkConnection newConnection, GameObject oldPlayer, int oldConnectionId, short playerControllerId);

Parameters

newConnection The connection of the new client.
oldPlayer The player object.
oldConnectionId This client's connectionId on the old host.
playerControllerId The playerControllerId of the player that is rejoining.

Returns

bool True if able to re-add this player.

Description

This re-establishes a player object with a client that is reconnected. It is similar to NetworkServer.AddPlayerForConnection(). The player game object will become the player object for the new connection.

This is called by the default implementation of OnServerReconnectPlayer.

no example available in JavaScript
class MyMigrationManager : NetworkMigrationManager
{
    protected override void OnServerReconnectPlayer(NetworkConnection newConnection, GameObject oldPlayer, int oldConnectionId, short playerControllerId)
    {
        Debug.Log("Reconnecting oldPlayer:" + oldPlayer);
        ReconnectPlayerForConnection(newConnection, oldPlayer, oldConnectionId, playerControllerId);
    }
}