Mirror/docs/Messages/index.md
Chris Langsenkamp 76b75dbb9b New Documentation (#184)
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2018-12-26 16:07:24 -06:00

2.4 KiB

Messages Overview

General description of Messages

  • AddPlayerMessage
    This is passed to handler functions registered for the AddPlayer built-in message.
  • EmptyMessage
    A utility class to send a network message with no contents.
    using UnityEngine;
    using Mirror;
    
    public class Test
    {
        void SendNotification()
        {
            var msg = new EmptyMessage();
            NetworkServer.SendToAll(667, msg);
        }
    }
  • ErrorMessage
    This is passed to handler functions registered for the SYSTEM_ERROR built-in message.
  • IntegerMessage
    A utility class to send simple network messages that only contain an integer.
    using UnityEngine;
    using Mirror;
    
    public class Test
    {
        void SendValue(int value)
        {
            var msg = new IntegerMessage(value);
            NetworkServer.SendToAll(MsgType.Scene, msg);
        }
    }
  • NotReadyMessage
    This is passed to handler functions registered for the SYSTEM_NOT_READY built-in message.
  • PeerAuthorityMessage
    Information about a change in authority of a non-player in the same network game.
    This information is cached by clients and used during host-migration.
  • PeerInfoMessage
    Information about another participant in the same network game.
    This information is cached by clients and used during host-migration.
  • PeerInfoPlayer
    A structure used to identify player object on other peers for host migration.
  • PeerListMessage
    Internal UNET message for sending information about network peers to clients.
  • ReadyMessage
    This is passed to handler functions registered for the SYSTEM_READY built-in message.
  • ReconnectMessage
    This network message is used when a client reconnect to the new host of a game.
  • RemovePlayerMessage
    This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message.
  • StringMessage
    This is a utility class for simple network messages that contain only a string.
    This example sends a message with the name of the Scene.
    using UnityEngine;
    using Mirror;
    
    public class Test
    {
        void SendSceneName(string sceneName)
        {
            var msg = new StringMessage(sceneName);
            NetworkServer.SendToAll(MsgType.Scene, msg);
        }
    }