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stat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitystat:reply-neededAwaiting reply from Unity accountAwaiting reply from Unity accounttype:featureNew feature, request or improvementNew feature, request or improvement
Description
Is your feature request related to a problem? Please describe.
It takes several seconds to join a session through MultiplayerService. I'd like to let users cancel a connection attempt during the connection process.
Describe the solution you'd like
I'd like to pass cancellation tokens to functions like MultiplayerService.Instance.CreateOrJoinSessionAsync
.
Describe alternatives you've considered
I've tried preventing the NetworkManager from connecting to a session if my own connection function wrapping MultiplayerService.Instance.CreateOrJoinSessionAsync
is cancelled, but I cannot find a clean way to do this. I have also considered modifying the Unity.Services.Multiplayer
package myself, but I would rather not do this.
Edvinas01
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stat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitystat:reply-neededAwaiting reply from Unity accountAwaiting reply from Unity accounttype:featureNew feature, request or improvementNew feature, request or improvement