void OnPlayerConnected() { //Debug.Log("Player Connected"); actorSystem = gameObject.GetComponent <ActorSystem>() as ActorSystem; actorSystem.Activate(client); // Now create the actors StartCoreActors(); connected = true; GameMachine.Login.userApp.ConnectionEstablished(); if (!appStartedCalled) { appStarted(); appStartedCalled = true; echosPerSecond = 0.20f; SetEchoInterval(); } lastEchoReceived = Time.time; remoteEcho.Echo(); InvokeRepeating("UpdateNetwork", 0.060f, gameTickInterval); if (showClientStats) { InvokeRepeating("UpdateStats", 1f, 1f); } }
void OnPlayerConnected() { //Debug.Log("Player Connected"); actorSystem = gameObject.GetComponent<ActorSystem>() as ActorSystem; actorSystem.Activate(client); // Now create the actors StartCoreActors(); connected = true; GameMachine.Login.userApp.ConnectionEstablished(); if (!appStartedCalled) { appStarted(); appStartedCalled = true; echosPerSecond = 0.20f; SetEchoInterval(); } lastEchoReceived = Time.time; remoteEcho.Echo(); InvokeRepeating("UpdateNetwork", 0.060f, gameTickInterval); if (showClientStats) { InvokeRepeating("UpdateStats", 1f, 1f); } }