public override void OnStartClient() { base.OnStartClient(); // This doesn't require authentication, as we want the user to authenticate with the Login Server first (which we get sent) NetworkClient.RegisterHandler <LoginServerMessage>(OnLoginDataMessage, false); }
// this is invoked by the UnityEngine public static void UNetStaticUpdate() { NetworkServer.Update(); NetworkClient.UpdateClients(); NetworkManager.UpdateScene(); }
/// <summary> /// This replaces the player object for a connection with a different player object. The old player object is not destroyed. /// <para>If a connection already has a player object, this can be used to replace that object with a different player object. This does NOT change the ready state of the connection, so it can safely be used while changing scenes.</para> /// </summary> /// <param name="conn">Connection which is adding the player.</param> /// <param name="client">Client associated to the player.</param> /// <param name="player">Player object spawned for the player.</param> /// <param name="keepAuthority">Does the previous player remain attached to this connection?</param> /// <returns></returns> public bool ReplacePlayerForConnection(INetworkConnection conn, NetworkClient client, GameObject player, bool keepAuthority = false) { return(InternalReplacePlayerForConnection(conn, client, player, keepAuthority)); }
public virtual void OnStartClient(NetworkClient client) { }