void Start() //this is spawned on server if any client clicks start, then on server only all tx processing /ability setup happens { if (!isServer) { Debug.Log("notserver"); return; } startquestart = GameObject.Find("Start : QueStart"); clientServerStartUI = startquestart.GetComponent <ClientServerStartUIConnection>(); clientServerStartUI.StartOnServer(); Destroy(this.gameObject, 5f); }
void Awake() { GameObject startque; startque = GameObject.Find("Start : QueStart"); QueUIControl quicntrl = startque.GetComponent <QueUIControl>(); quicntrl.Lobby(); ClientServerStartUIConnection clientsrvrui = startque.GetComponent <ClientServerStartUIConnection>(); clientsrvrui.questarted = false; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; }