public static void ServerSendStatsUpdate(StatsUpdateList updateList) { // Before we can Invoke our NetworkMessage, we need to make sure our centralized network object is spawned. // For doing that, we Instantiate the CentralNetworkObject, we obviously check if we don't already have one that is already instantiated and activated in the current scene. // Note : Make sure you instantiate the gameobject, and not spawn it directly, it would get deleted otherwise on scene change, even with DontDestroyOnLoad. if (!_centralNetworkObjectSpawned) { LogHelper.Log(LogTarget.Init, "Creating centralized network object"); _centralNetworkObjectSpawned = GameObject.Instantiate(CentralNetworkObject); NetworkServer.Spawn(_centralNetworkObjectSpawned); } foreach (NetworkUser user in NetworkUser.readOnlyInstancesList) { StatsUpdateNetworkComponent.Invoke(user, updateList); } }
private void Awake() { LogHelper.Log(LogTarget.Init, "StatsUpdateNetworkComponent Awake"); _instance = this; }