How do I load a certain scene with MasterServer.RegisterHost?

Before you read and perhaps miss it, Thanks in advance :).

Gday, I was wondering how to let a user input their own name and select a scene for a server they can create?

I have a few scenes to pick from, I just dont know how to implement it correct.

These are the lines I would like the user to select.

(room name would be a scene)

var gameNameRoom : String = "room1_test";
var gameComment : String = "testing here";

(gameNameRoom would be a scene the user can select.)

something like

var gameNameRoom : String [];

and

   hostData = MasterServer.PollHostList ,gameNameRoom  ();

I have this, sorry about the mess.

 var gameNameRoom : String = "room1_test";
    var gameComment : String = "testing here";
    var startserveranim : GameObject;
    var startserveranim2 : GameObject;
    var ServerStart : GUITexture;
    var refreshServerlist : GUITexture;
    
    var native_width : float = 1280;
    var native_height : float = 720;
    var customskin : GUISkin;
    
    private var refreshing : boolean ;
    private var hostData : HostData [];
    private var gameName : String = "Test Server";
    
    
    
    function StartServer (){
    
    Network.InitializeServer (10, 25001, !Network.HavePublicAddress);
    MasterServer.RegisterHost(gameName, gameNameRoom , gameComment);
    
    }
    
    function RefreshHostList (){
        MasterServer.RequestHostList(gameName);
        refreshing = true;   
        MasterServer.PollHostList();
    
    
    }
    
    function OnServerInitialized () {
    Debug.Log ("Server Initialized");
    }
    function OnMasterServerEvent (mse:MasterServerEvent){
    
    if (mse == MasterServerEvent.RegistrationSucceeded){
         Debug.Log ("Registred Server");
    
    }
    
    }
    
    
    
    function Update(){
            if(MasterServer.PollHostList().Length > 0){
               refreshing = false;
               Debug.Log (MasterServer.PollHostList().Length);
               hostData = MasterServer.PollHostList();
            
    }
    
    
    
    for (var touch : Touch in Input.touches)
    
    
    {
        if (touch.phase  == TouchPhase.Ended && ServerStart.HitTest (touch.position)) {
           startserveranim.animation.Play();
           startserveranim2.animation.Play();
           StartServer ();
    
        } 
            if (touch.phase  == TouchPhase.Began && refreshServerlist.HitTest (touch.position)) { 
              RefreshHostList ();
    
        }    
        
        
        }
        }
        
    function OnGUI (){
    
    
    
    GUI.skin = customskin;
    
    		
        var rx : float = Screen.width / native_width;
        var ry : float = Screen.height / native_height;
        GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (rx, ry, 1)); 
    
    
     if(hostData && !refreshing ){
     
    GUI.skin = customskin;
    
    
        for (var i:int = 0; i<hostData.length; i++){
    
             if( GUI.Button(Rect(110, 155, 300, 100),hostData *.gameName)){*

if (!Network.isServer && !Network.isClient){
Network.Connect(hostData*);*
}
}

}
}
}

1 Answer

1

Working now.