void Awake() { NetworkHelper networkHelper = gameObject.GetComponent <NetworkHelper>(); if (networkHelper == null) { networkHelper = gameObject.AddComponent <DefaultNetworkHelper>(); } //Currently deterministic but not guaranteed by Unity // may be add as serialized Array as property? [SerializeField] private BehaviourHelper[] helpers; ? BehaviourHelper[] helpers = this.gameObject.GetComponents <BehaviourHelper>(); LockstepManager.Initialize(helpers, networkHelper); }
void Awake() { Instance = this; foreach (var save in m_Savers) { save.Save(); } foreach (var save in m_Savers) { save.Apply(); } LockstepManager.Initialize(this); }
protected void Start() { Instance = this; LockstepManager.Initialize(this); this.Startup(); }
void Start() { Instance = this; LockstepManager.Initialize(this); Startup(); }