// Called by the server to set the LocalClient's LocalPlayer object during NetworkServer.AddPlayer() internal void AddLocalPlayer(NetworkIdentity localPlayer) { if (LogFilter.Debug) { Debug.Log("Local client AddLocalPlayer " + localPlayer.gameObject.name + " conn=" + connection.connectionId); } connection.isReady = true; connection.SetPlayerController(localPlayer); if (localPlayer != null) { localPlayer.isClient = true; NetworkIdentity.spawned[localPlayer.netId] = localPlayer; localPlayer.connectionToServer = connection; } // there is no SystemOwnerMessage for local client. add to ClientScene here instead ClientScene.InternalAddPlayer(localPlayer); }
// Called by the server to set the LocalClient's LocalPlayer object during NetworkServer.AddPlayer() internal void AddLocalPlayer(NetworkIdentity localPlayer) { if (LogFilter.logDev) { Debug.Log("Local client AddLocalPlayer " + localPlayer.gameObject.name + " conn=" + m_Connection.connectionId); } m_Connection.isReady = true; m_Connection.SetPlayerController(localPlayer); NetworkIdentity uv = localPlayer; if (uv != null) { ClientScene.SetLocalObject(uv.netId, localPlayer.gameObject); uv.SetConnectionToServer(m_Connection); } // there is no SystemOwnerMessage for local client. add to ClientScene here instead ClientScene.InternalAddPlayer(uv); }