/// <summary> /// Called on the server when approving a new player to join the game /// </summary> /// <param name='approval'> /// Approval. /// </param> void uLink_OnPlayerApproval(uLink.NetworkPlayerApproval approval) { // Unlike Photon or Unity, it seems that object instantiations are // not blocked during level loads for newly connecting clients. That // means the server can spawn themselves in the middle of the initial // level load. // To avoid this, we have to include the level and its prefix in the // approval packet. approval.Approve(Application.loadedLevelName, NetworkLevelLoader.LevelPrefix); }
void uLink_OnPlayerApproval(uLink.NetworkPlayerApproval approval) { approval.Approve(level); }