public void loadNetworkObject() { if (isClient) { GameObject go = NetworkManager.singleton.client.connection.playerControllers [0].gameObject; networkMaster = go.GetComponent <NetworkMaster> () as NetworkMaster; //networkMaster = (NetworkMaster)FindObjectOfType (typeof(NetworkMaster)); } }
bool TryToConnectToAvailableServer() { List <HostData> hosts = NetworkMaster.Instance.hosts; if (hosts != null) { foreach (HostData host in hosts) { if (NetworkMaster.IsServerAvailable(host)) { SetupGame(true); NetworkMaster.Instance.ConnectToServer(host); infoText.text = "Connected.\nWaiting for more players..."; UnityEngine.Debug.Log(infoText.text); return(true); } } } return(false); }
private void Start() { DontDestroyOnLoad(this); netMast = gameObject.GetComponent<NetworkMaster>(); }