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NetworkBehaviour Callbacks
See also xref:Mirror.NetworkBehaviour in the API Reference.
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.
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.
This is a full list of virtual methods (callbacks) that you can implement on NetworkBehaviour
, and where they are called
Server Only
- OnStartServer
- called when behaviour is spawned on server
- OnStopServer
- called when behaviour is destroyed or unspawned on server
- OnSerialize
- called when behaviour is serialize before it is sent to client, when overriding make sure to call
base.OnSerialize
- called when behaviour is serialize before it is sent to client, when overriding make sure to call
Client only
-
OnStartClient
- called when behaviour is spawned on client
-
OnStartAuthority
- called when behaviour has authority when it is spawned (eg local player)
- called when behaviour is given authority by the sever
-
OnStartLocalPlayer
- called when the behaviour is on the local player object
-
OnStopAuthority
- called when authority is taken from the object (eg local player is replaced but not destroyed)
-
OnStopClient
- called when object is destroyed on client by the
ObjectDestroyMessage
orObjectHideMessage
messages
- called when object is destroyed on client by the
Example flows
Below is some example call order for different modes
NOTE:
Start
is called by unity before the first frame, while normally this happens after Mirror's callbacks. But if you dont callNetworkServer.Spawn
the same frame asinstantiate
then start may be called first
Note:
OnRebuildObservers
andOnSetHostVisibility
is now onNetworkVisibility
instead ofNetworkBehaviour
Server mode
When a NetworkServer.Spawn is called (eg when new client connections and a player is created)
OnStartServer
OnRebuildObservers
Start
Client mode
When local player is spawned for client
OnStartAuthority
OnStartClient
OnStartLocalPlayer
Start
Host mode
These are only called on the Player Game Objects when a client connects:
OnStartServer
OnRebuildObservers
OnStartAuthority
OnStartClient
OnSetHostVisibility
OnStartLocalPlayer
Start