| AddPlayerForConnection | When a SYSTEM_ADD_PLAYER message handler has received a request from a player, the server should call this when he's created the player's object. |
| ClearHandlers | Clear all registered callback handlers. |
| ClearLocalObjects | This clears all of the networked objects that the server is aware of. This can be required if a scene change deleted all of the objects without destroying them in the normal manner. |
| ClearSpawners | Clears all registered spawn prefab and spawn handler functions for this server. |
| Configure | Configure the server with the given tuner and connection count. |
| Destroy | Destroys this object and corresponding objects on all clients. |
| DestroyPlayersForConnection | This destroys all the player objects associated with a NetworkConnections on a server. |
| DisconnectAll | Disconnect all currently connected clients. |
| FindLocalObject | This finds the NetworkIdentity game object that matches a netId. |
| GetConnectionStats | Gets aggregate packet stats for all connections. |
| GetStatsIn | Get inbound network statistics for the server. |
| GetStatsOut | Get outbound network statistics for the client. |
| Listen | Start the server on the given port number. Note that if a UMatch has been created, this will list using the relay server in the UMatch. |
| ListenRelay | UnderlyingModel.MemDoc.MemDocModelStarts a server using a relay server. This is the manual way of using the relay server, as the regular NetworkServer.Connect() will automatically use the relay server if a UMatch exists. |
| RegisterHandler | Register a handler for a particular message type. |
| ReplacePlayerForConnection | This replaces the player object for a connection with a different player object. The old player object is not destroyed. |
| Reset | Reset the NetworkServer singleton. |
| ResetConnectionStats | Resets the packet stats on all connections. |
| SendByChannelToAll | Send a message structure through the given channel to all connected clients. |
| SendByChannelToReady | Send a message structure through the given channel to only clients which have sent the Ready signal. |
| SendBytesToPlayer | This sends an array of bytes to a specific player. |
| SendBytesToReady | This sends an array of bytes to all ready players. |
| SendToAll | Send a message structure with the given type number to all connected clients. |
| SendToClient | Send a message to the client which owns the given connection ID. |
| SendToClientOfPlayer | Send a message to the client which owns the given player object instance. |
| SendToReady | Send a message structure with the given type number to only clients which are ready. |
| SendUnreliableToAll | Send given message structure as an unreliable message to all connected clients. |
| SendUnreliableToReady | Send given message structure as an unreliable message only to ready clients. |
| SendWriterToReady | Sends the contents of a NetworkWriter object to the ready players. |
| SetAllClientsNotReady | Marks all connected clients as no longer ready. |
| SetClientNotReady | Sets the client of the connection to be not-ready. |
| SetClientReady | Sets the client to be ready. |
| Shutdown | This shuts down the server and disconnects all clients. |
| Spawn | Spawn the given game object on all clients which are ready. |
| SpawnObjects | This causes NetworkIdentity objects in a scene to be spawned on a server. |
| UnregisterHandler | Unregisters a handler for a particular message type. |
| UnSpawn | This takes an object that has been spawned and un-spawns it. |