

On a lower level, acknowledgements and pings will prevent a server-side timeout while (e.g.) Unity loads assets. Use Unity Multiplayer and NetworkIdentity instead. Even if your game logic is being paused, the background thread will keep the connection to the server up. Throw new NotSupportedException( "The legacy networking system has been removed in Unity 2018.2. Public void RPC( string name, NetworkPlayer target, params object args)

Public void RPC( string name, RPCMode mode, params object args)

Use Unity Multiplayer and NetworkIdentity instead. Public NetworkPlayer( string ip, int port) UnityEngine Module NetworkView Class RPC Method RPC Method SetScope Method Find Method Network Class InitializeServer Method InitializeServer Method InitializeSecurity Method Connect Method Connect Method Connect Method Connect Method Connect Method Connect Method Connect Method Connect Method Disconnect Method Disconnect Method CloseConnection Method AllocateViewID Method Instantiate Method Destroy Method Destroy Method DestroyPlayerObjects Method RemoveRPCs Method RemoveRPCs Method RemoveRPCs Method RemoveRPCsInGroup Method SetLevelPrefix Method GetLastPing Method GetAveragePing Method SetReceivingEnabled Method SetSendingEnabled Method SetSendingEnabled Method TestConnection Method TestConnection Method TestConnectionNAT Method TestConnectionNAT Method HavePublicAddress Method BitStream Class Serialize Method Serialize Method Serialize Method Serialize Method Serialize Method Serialize Method Serialize Method Serialize Method Serialize Method Serialize Method Serialize Method Serialize Method RPC Class HostData Class MasterServer Class RequestHostList Method PollHostList Method RegisterHost Method RegisterHost Method UnregisterHost Method ClearHostList Method
