/// <summary> /// Initialization called by PoolManager on runtime created pools. /// </summary> public void Awake() { //can't initialize without prefab if (prefab == null) { return; } //add this pool to the PoolManager dictionary PoolManager.Add(this); PreLoad(); }
/// <summary> /// Initialization called by PoolManager on runtime created pools. /// </summary> public void Awake() { //can't initialize without prefab if (prefab == null) { return; } //add this pool to the PoolManager dictionary PoolManager.Add(this); //for networked synced pools: get the network identity, //register with the Unity Networking spawning system NetworkIdentity networkPrefab = prefab.GetComponent <NetworkIdentity> (); if (networkPrefab != null) { ClientScene.RegisterSpawnHandler(networkPrefab.assetId, OnSpawn, Despawn); } PreLoad(); }