NetManager
NetManager is a MonoSingleton. It contains a Client and manages connection and requests with it.

Version is the Application.version. It is sent to the server at connection. The first connected client defines the server version with it. After, all other clients must have the same version.
Connection to a server
First, instantiate a GameObject with a NetManager component (or create it in a scene).
If Auto connect is checked, it logins on start. (used in development)
Else, use
bool success = await NetManager.Connect(address, port, password, version);
If version is null or empty, Application.version is used.
Close connection
Client gets disconnected when NetManager is destroyed or if you call the Disconnect method.
NetManager.Disconnect();
Host priority
Host priority is a number [0:255]. It can be used to defines who is the hosters. (less priority = host).
example
| Host | Priority | Hoster ? |
|---|---|---|
| Player 1 | 1 | No |
| Player 2 | 0 | Yes |
| Player 3 | 1 | No |
| Player 4 | 0 | Yes |
| Player 5 | 2 | No |
await NetManager.SetHostPriority(value)
Get Informations
// Get a list of players IDs.
NetManager.GetPeerIdList();
// Get Latency.
NetManager.GetLatency();
NetManager.GetLatency(int peerId);
// Get a list of Host priorities.
NetManager.GetHostsPriorityList();
// Get main Cloud
NetManager.GetCloud();
// get the Client object
NetManager.GetClient();
// Get local peer Id
NetManager.GetPeerId();
// Get the scene ID from asset ID
NetManager.GetSUIDFromGUID(string guid);
