// helper function to trigger a full rebuild. // most implementations should call this in a certain interval. // some might call this all the time, or only on team changes or // scene changes and so on. // // IMPORTANT: check if NetworkServer.active when using Update()! protected void RebuildAll() { foreach (NetworkIdentity identity in NetworkServer.spawned.Values) { NetworkServer.RebuildObservers(identity, false); } }
void RebuildMatchObservers(Guid matchId) { foreach (NetworkIdentity netIdentity in matchObjects[matchId]) { if (netIdentity != null) { NetworkServer.RebuildObservers(netIdentity, false); } } }
void RebuildSceneObservers(Scene scene) { foreach (NetworkIdentity netIdentity in sceneObjects[scene]) { if (netIdentity != null) { NetworkServer.RebuildObservers(netIdentity, false); } } }
void RebuildTeamObservers(string teamId) { foreach (NetworkIdentity netIdentity in teamObjects[teamId]) { if (netIdentity != null) { NetworkServer.RebuildObservers(netIdentity, false); } } }