private void OnServerAddPlayerInternal(NetworkConnection conn) { if (playerPrefab == null) { if (!LogFilter.Debug) { return; } Logger.LogError("The PlayerPrefab is empty on the NetworkManager. Please setup a PlayerPrefab object.", Category.Connections); } else if (playerPrefab.GetComponent <NetworkIdentity>() == null) { if (!LogFilter.Debug) { return; } Logger.LogError("The PlayerPrefab does not have a NetworkIdentity. Please add a NetworkIdentity to the player prefab.", Category.Connections); } // else if (playerControllerId < conn.playerControllers.Count && conn.playerControllers[playerControllerId].IsValid && // conn.playerControllers[playerControllerId].gameObject != null) // { // if (!LogFilter.Debug) FIXME!! - need a way to determine if player has already spawned before this round // { // return; // } // Logger.LogError("There is already a player at that playerControllerId for this connections.", Category.Connections); // } else { PlayerSpawn.ServerSpawnViewer(conn); } }