Mirror/doc/Guides/Communications/NetworkBehavior.md

39 lines
1.5 KiB
Markdown
Raw Normal View History

# NetworkBehaviour Callbacks
2019-12-03 19:42:38 +00:00
**See also <xref:Mirror.NetworkBehaviour> in the API Reference.**
2019-12-03 19:42:38 +00:00
Like the Network Manager callbacks, there are a number of events relating to network behaviours that can occur over the course of a normal multiplayer game. These include events such as the host starting up, a player joining, or a player leaving. Each of these possible events has an associated callback that you can implement in your own code to take action when the event occurs.
2019-12-03 19:42:38 +00:00
When you create a script which inherits from `NetworkBehaviour`, you can write your own implementation of what should happen when these events occur. To do this, you override the virtual methods on the `NetworkBehaviour` class with your own implementation of what should happen when the given event occurs.
2019-12-03 19:42:38 +00:00
This page lists all the virtual methods (callbacks) that you can implement on `NetworkBehaviour`, and when they occur.
## Server mode
**When a client connects:**
- `OnStartServer`
- `OnRebuildObservers`
- `Start()` function is called
2019-12-03 19:42:38 +00:00
## Client mode
**When a client connects:**
- `OnStartClient`
- `OnStartLocalPlayer`
- `OnStartAuthority`
- `Start()` function is called
2019-12-03 19:42:38 +00:00
## Host mode
These are only called on the **Player Game Objects** when a client connects:
- `OnStartServer`
- `OnStartClient`
- `OnRebuildObservers`
- `OnStartAuthority`
- `OnStartLocalPlayer`
- `Start()` function is called
- `OnSetLocalVisibility`
**On any remaining clients, when a client disconnects:**
- `OnNetworkDestroy`