private void Start() { Application.runInBackground = true; GeneratedMessageTypes.Initialize(); NetworkServer.Configure(settings); NetworkServer.StartEvent += () => { Debug.Log($"Start server id {NetworkServer.HostId}"); Instantiate(setup); }; NetworkServer.StopEvent += () => { Debug.Log($"Stop server id {NetworkServer.HostId}"); }; NetworkServer.NewConnectionEvent += connection => { Debug.Log($"New connection from {connection.Ip}"); //NetworkScene.Spawn(TestPrefab); }; NetworkServer.ConnectionDisconnectEvent += connection => { Debug.Log($"{connection.Ip} disconnected"); }; NetworkServer.Start(ip, port); //WorldUpdater.ConfigureServer(33, 200); //StatisticsUI.Show(); }
private void Start() { Application.runInBackground = true; GeneratedMessageTypes.Initialize(); NetworkClient.Configure(settings); NetworkClient.ConnectEvent += () => { Debug.Log("Connected to server"); Instantiate(setup); NetworkClient.Send(new AddPlayer(), 0); }; NetworkClient.DisconnectEvent += () => { Debug.Log("Disconnected from server"); }; NetworkClient.Connect(ip, port); //WorldUpdater.ConfigureClient(200); //StatisticsUI.Show(); }