Multiplayer Class
Note: This API is now obsolete.
The component MultiplayerManager gives access to all functionality and communication for Alteruna Multiplayer.
Namespace: AlterunaComponentsAssembly: Alteruna.Multiplayer.UnityFiles (in Alteruna.Multiplayer.UnityFiles.dll) Version: 1.0.0+c5328b35489e83c42e288435f5acf6115fd519e0
[ObsoleteAttribute("Use MultiplayerManager instead of Multiplayer.
One can be created in the right-click menu.")]
public sealed class Multiplayer : MultiplayerManager
- Inheritance
- Object Object Component Behaviour MonoBehaviour MultiplayerManager Multiplayer
When a reference for
MultiplayerManager is needed, it is recommended to inherit from
CommunicationBridge or one of its many inheritors, such as
AttributesSync. Other methods, such as using
MultiplayerManager.Instance or creating a serialized property in the scene will not work with the
MultiClientSimulation tool.

An example of how you can use
MultiplayerManager to access all user ids in the current room.
public class MyClass : CommunicationBridge
{
public ushort[] GetUserIDs()
{
return
// Get all users in the current room
Multiplayer.GetUsers()
// Select user Index
.Select(u => u.Index)
// return as an array
.ToArray();
}
}
An example of how you can create a room using
CreatePrivateRoom(String, UInt16, Boolean, Boolean) and
RoomArgs.
public class MyClass : CommunicationBridge
{
private readonly RoomArgs _roomSettings = new RoomArgs
{
// At most four players can be in this room at once.
MaxUsers = 4,
// The user joins the room upon creation.
JoinRoom = true,
};
public void CreatePrivateRoom()
{
Multiplayer.CreatePrivateRoom(_roomSettings);
}
}