public void OnClientCustomSceneChanged(NetworkMessage netMsg) { CallbackLog($"OnClientCustomSceneChanged({netMsg})"); string sceneName = netMsg.reader.ReadString(); ClientSceneChangedEvent?.Invoke(this, new ClientSceneEventArgs(sceneName)); }
/// <summary> /// Called when client finish changing scene to which server wanted. /// By default sends server request on creation avatar for local player, /// if he doesn't have one (using ClientScene.AddPlayer). /// </summary> /// <param name="conn"></param> public override void OnClientSceneChanged(NetworkConnection conn) { Debug.LogFormat("OnClientSceneChanged: {0}", conn); if (DefaultOnClientSceneChangedLogic) { base.OnClientSceneChanged(conn); } ClientSceneChanged.Invoke(conn); }
public override void OnClientSceneChanged(NetworkConnection conn) { base.OnClientSceneChanged(conn); ClientSceneChanged.Invoke(conn); }