void OnClientConnected(INetworkPlayer player) { syncVarReceiver = new SyncVarReceiver(Client, Client.World); RegisterSpawnPrefabs(); if (Client.IsLocalClient) { RegisterHostHandlers(); } else { RegisterMessageHandlers(); } }
private void OnClientConnected(INetworkPlayer player) { _syncVarReceiver = new SyncVarReceiver(Client, Client.World); RegisterSpawnPrefabs(); // prepare objects right away so objects in first scene can be spawned // if user changes scenes without NetworkSceneManager then they will need to manually call it again PrepareToSpawnSceneObjects(); if (Client.IsLocalClient) { RegisterHostHandlers(); } else { RegisterMessageHandlers(); } }
void OnClientDisconnected() { ClearSpawners(); DestroyAllClientObjects(); syncVarReceiver = null; }
private void OnClientDisconnected(ClientStoppedReason reason) { ClearSpawners(); DestroyAllClientObjects(); _syncVarReceiver = null; }