// Use this for initialization void Start() { cvar_watcher = FindObjectOfType <Server_watcher>();//Need to register on all end cuz its required by timescale if (!isLocalPlayer) { return; } msg_watcher = FindObjectOfType <Message_board_watcher>(); obRB = GetComponent <Rigidbody2D>(); interpolator = GetComponent <Interpolator_generic>(); GetComponent <SpriteRenderer>().enabled = true; mainCam = Camera.main; main_camera = mainCam.transform; Destroy(main_camera.GetComponent <Fisheye>()); Destroy(main_camera.GetComponent <ColorCorrectionCurves>()); Destroy(main_camera.GetComponent <BlurOptimized>()); Destroy(main_camera.GetComponent <ContrastStretch>()); Destroy(main_camera.GetComponent <NoiseAndGrain>()); Destroy(main_camera.GetComponent <VignetteAndChromaticAberration>()); //debug_info = GameObject.Find("Debug_log").GetComponent<Text>(); cam3D = GameObject.Find("Background3D_Camera").transform; Destroy(GameObject.Find("Darkness")); Destroy(GameObject.Find("Fade_view")); characters = FindObjectsOfType <Body_generic>(); StartCoroutine(fetch_characters()); }
//NetworkTransform netform; //public GameObject ghost; // Use this for initialization void Start() { propRB = GetComponent <Rigidbody2D>(); interpolator = GetComponent <Interpolator_generic>(); //netform = GetComponent<NetworkTransform>(); sync_server(); }