public void Awake() { Instance = this; // load settings and ping only if none available AND if we should ping on Awake bool loadedRegion = LoadRegion(out ClosestRegion); // this sets ClosestRegion. no need to set it on success! if (!loadedRegion && PhotonNetwork.PhotonServerSettings.PingCloudServersOnAwake) { RefreshCloudServerRating(); } }
void Awake() { SP = this; // load settings and ping only if none available if (PlayerPrefs.GetString(playerPrefsKey, "") != "") { string reg = PlayerPrefs.GetString(playerPrefsKey, ""); closestRegion = (CloudServerRegion)Enum.Parse(typeof(CloudServerRegion), reg, true); return; } StartCoroutine(PingAllRegions()); }
void Awake() { SP = this; // load settings and ping only if none available if (PlayerPrefs.GetString(playerPrefsKey, "") != "") { string reg = PlayerPrefs.GetString(playerPrefsKey, ""); closestRegion = (CloudServerRegion)Enum.Parse(typeof(CloudServerRegion), reg, true); return; } StartCoroutine(PingAllRegions()); }
public void Awake() { Instance = this; // load settings and ping only if none available AND if we should ping on Awake bool loadedRegion = LoadRegion(out ClosestRegion); // this sets ClosestRegion. no need to set it on success! if (!loadedRegion && PhotonNetwork.PhotonServerSettings.PingCloudServersOnAwake) { RefreshCloudServerRating(); } }