public void OnStopClient(ClientStoppedReason reason) { if (!Server.Active) { StartCoroutine(UnloadClientSubScenes()); } }
void OnClientDisconnected(ClientStoppedReason reason) { SceneManager.LoadSceneAsync(OfflineScene); }
private void OnClientDisconnected(ClientStoppedReason reason) { ClearSpawners(); DestroyAllClientObjects(); _syncVarReceiver = null; }