class:/TYPE/UnityEngine.Networking.ConnectionConfig//, can be loaded from an assetbundle using Networking::ConnectionConfig::createfromassetbundle(bundlename,prefabname) /
| System.Byte AddChannel( |
| ) |
UnityEngine.Networking.QosType value-no documentation
value -
System.Byte
| UnityEngine.Networking.QosType GetChannel( |
| ) |
System.Byte idx-no documentation
idx -
UnityEngine.Networking.QosType
| System.Void MakeChannelsSharedOrder( |
| ) |
System.Collections.Generic.List`1[[System.Byte, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]] channelIndices-no documentation
System.Collections.Generic.List`1[[System.Byte - mscorlib - Version=4.0.0.0 - Culture=neutral - channelIndices -
System.Void
| static UnityEngine.Networking.ConnectionConfig Create ( |
| ) |
Constructor replaces new;
| config UnityEngine.Networking.ConnectionConfig | no description |
UnityEngine.Networking.ConnectionConfig
Constructor replaces new;
UnityEngine.Networking.ConnectionConfig
| static UnityEngine.Networking.ConnectionConfig CreateFromAssetBundle( |
| ) |
Constructor for object from a bundle
| bundle string | bundle name |
| objectname string | object name with extension |
UnityEngine.Networking.ConnectionConfig
| static System.Void Validate( |
| ) |
UnityEngine.Networking.ConnectionConfig config-no documentation
config -
System.Void