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Network Manager Callbacks
There are a number of events that can occur over the course of the normal operation of a multiplayer game, 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.
To do this for the Network Manager, you need to create your own script which inherits from NetworkManager. You can then override the virtual methods on NetworkManager with your own implementation of what should happen when the given event occurs.
This page lists all the virtual methods (the callbacks) that you can implement on the Network Manager, and when they occur. The callbacks that occur, and the order they occur, vary slightly depending on whether your game is running in LAN mode, so each mode’s callbacks are listed separately below.
LAN Callbacks
These are the callbacks that occur when the game is running on a Local Area Connection (LAN). A game can be running in one of three modes, host, client, or server-only. The callbacks for each mode are listed below:
LAN callbacks in host mode:
When the host is started:
Start()
function is calledOnStartHost
OnStartServer
OnServerConnect
OnStartClient
OnClientConnect
OnServerSceneChanged
OnServerReady
OnServerAddPlayer
OnClientChangeScene
OnClientSceneChanged
When a client connects:
OnServerConnect
OnServerReady
OnServerAddPlayer
When a client disconnects:
OnServerDisconnect
When the host is stopped:
OnStopHost
OnStopServer
OnStopClient
LAN callbacks in client mode
When the client starts:
Start()
function is calledOnStartClient
OnClientConnect
OnClientChangeScene
OnClientSceneChanged
When the client stops:
OnStopClient
OnClientDisconnect
LAN callbacks in server mode
When the server starts:
Start()
function is calledOnStartServer
OnServerSceneChanged
When a client connects:
OnServerConnect
OnServerReady
OnServerAddPlayer
When a client disconnects:
OnServerDisconnect
When the server stops:
OnStopServer