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41 lines
1.6 KiB
Markdown
41 lines
1.6 KiB
Markdown
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# NetworkBehaviour Callbacks
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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.
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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.
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This page lists all the virtual methods (the callbacks) that you can implement on Network Behaviour, and when they occur. A game can run in one of three modes, **host**, **client**, or **server-only**. The callbacks for each mode are listed below:
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## Callbacks in server mode
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**When a client connects:**
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- `OnStartServer`
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- `OnRebuildObservers`
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- `Start()` function is called
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## Callbacks in client mode
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**When a client connects:**
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- `OnStartClient`
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- `OnStartLocalPlayer`
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- `OnStartAuthority`
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- `Start()` function is called
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## Callbacks in host mode
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These are only called on the **Player GameObjects** when a client connects:
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- `OnStartServer`
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- `OnStartClient`
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- `OnRebuildObservers`
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- `OnStartAuthority`
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- `OnStartLocalPlayer`
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- `Start()` function is called
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- `OnSetLocalVisibility`
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**On any remaining clients, when a client disconnects:**
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- `OnNetworkDestroy`
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