OnMatchJoined not virtual?

I’m writing an extension to NetworkManager to help handle/create an automatic matchmaking drop-in/drop-out sorta game setup, but I notice OnMatchJoined isn’t virtual so I can’t override it - yet every other “on…” function is virtual. Is there a reason for this?

I’m having the same problem. Even the example in the documentation at http://docs.unity3d.com/ScriptReference/Networking.NetworkManager.OnMatchJoined.html states that it should be possible to override it.

Edit: (This is in Unity 4.2.0f3 by the way. It may have been fixed in a newer version.)

Nope, it’s not possible in the newest version either…

Hi Everyone,
Thanks for reporting this, the missing virtual keyword is an oversight on that one function. I’ll put the fix in, though it wont come out until a future version of Unity.

As a workaround you can supply your own callback to the JoinMatch() function, just be sure to then call the OnMatchJoined() callback from within your custom callback.

2 Likes

Was it fixed in the patch from Nov 16th? Really need this functionality for my project right now :frowning:

Still not working as of 5.2.3f1

Future version means it could be 5.3, 5.4, or 6.0.

Still not fixed in 5.3

Then we can assume it’s going to be in 6.0.

Are you kidding me? How can such an oversight slip through the Q&A and still be not fixed after this was already reported here on 30th September? This should take 30 seconds to fix!

This change missed the 5.3 submission window which is why it never made it in. It is fixed in 5.4.