PreAuthenticating
Gets called on a separate thread when the player is pre-authenticating. DO NOT call Unity APIs in handlers of this event; doing so may cause the server to crash.
Start a script section
!-- OnEvent PreAuthenticating
-- require $evCanJoin $evUserId $evIpAddress $evExpiration &evFlags $evRegion &evSignature *evConnectionRequest $evReaderStartPosition $evIsAllowed $evForceReject *evCustomReject
# Add your instructions here
- Group: PlayerEvents
- Cancellable: Yes
- Event data:
PlayerPreAuthenticatingEventArgs
Injected variables
| Variable | Type | Description |
|---|---|---|
$evCanJoin | bool value | Gets or sets whether the player should be able to join server (this value can be false if server is full). |
$evUserId | text value | Gets the user ID of the player. |
$evIpAddress | text value | Gets the IP Address the of player. |
$evExpiration | number value | Gets the expiration of the authentication. |
&evFlags | collection of CentralAuthPreauthFlags enum values | Gets the pre-authentication flags. |
$evRegion | text value | Gets the region of the origin. |
&evSignature | collection of number value | Gets the signature of auth. |
*evConnectionRequest | reference to ConnectionRequest object | Gets the connection request to server. |
$evReaderStartPosition | number value | Gets the start position of stream. |
$evIsAllowed | bool value | Whether the event is allowed to run. |
$evForceReject | bool value | Gets or sets whether the connection should be rejected. |
*evCustomReject | reference to NetDataWriter object | Gets or sets the custom rejection writer. |