void Start () { RegisterHandlers(); UnityNetcode.QuerySupport((supportStatus) => { if (supportStatus == NetcodeIOSupportStatus.Available) { Debug.LogError("Netcode.IO available and ready!"); UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, (client) => { this.client = client; client.SetTickrate(60); //StartCoroutine(connectToServer()); }); } else if (supportStatus == NetcodeIOSupportStatus.Unavailable) { Debug.LogError("Netcode.IO not available"); } else if (supportStatus == NetcodeIOSupportStatus.HelperNotInstalled) { Debug.LogError("Netcode.IO is available, but native helper is not installed"); } }); }
private void Start() { logLine("Checking for Netcode.IO support..."); UnityNetcode.QuerySupport((supportStatus) => { if (supportStatus == NetcodeIOSupportStatus.Available) { logLine("Netcode.IO available and ready!"); UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, (client) => { this.client = client; StartCoroutine(connectToServer()); }); } else if (supportStatus == NetcodeIOSupportStatus.Unavailable) { logLine("Netcode.IO not available"); } else if (supportStatus == NetcodeIOSupportStatus.HelperNotInstalled) { logLine("Netcode.IO is available, but native helper is not installed"); } }); }
// Start is called before the first frame update void Start() { // check for Netcode.IO extension // Will provide NetcodeIOSupportStatus enum, either: // Available, if Netcode.IO is available and the standalone helper is installed (or if in standalone), // Unavailable, if Netcode.IO is unsupported (direct user to install extension) // HelperNotInstalled, if Netcode.IO is available but the standalone helper is not installed (direct user to install the standalone helper) UnityNetcode.QuerySupport((supportStatus) => { UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, ClientConnect); }); }
// Use this for initialization void Start() { UnityNetcode.QuerySupport(supportStatus => { switch (supportStatus) { case NetcodeIOSupportStatus.HelperNotInstalled: case NetcodeIOSupportStatus.Unavailable: return; case NetcodeIOSupportStatus.Available: Connect(NetcodeIOClientProtocol.IPv4); break; case NetcodeIOSupportStatus.Unknown: break; default: Connect(NetcodeIOClientProtocol.IPv4); break; } }); }