private void Start() { if (gameHoster == null) { switch (stack) { case NETWORKINGSTACK.MLAPI: UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects() .First(p => p.name == "NetworkManagerMLAPI").SetActive(true); gameHoster = GameObject.Find("NetworkManagerMLAPI").GetComponent <GameHoster>(); if (Application.isBatchMode) { gameHoster.CreateStandaloneServer(); } break; case NETWORKINGSTACK.COLYSEUS: UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects() .First(p => p.name == "NetworkManagerColyseus").SetActive(true); gameHoster = GameObject.Find("NetworkManagerColyseus").GetComponent <GameHoster>(); break; } } if (Application.isBatchMode) { Application.targetFrameRate = 30; Debug.Log("I'm in batch mode and will start standalone server"); gameHoster.CreateStandaloneServer(); } #if UNITY_SERVER Debug.Log("I'm a Unity server build ! "); #endif }
private void Start() { if (gameHoster == null) { switch (stack) { case NETWORKINGSTACK.MLAPI: UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects() .First(p => p.name == "NetworkManagerMLAPI").SetActive(true); gameHoster = GameObject.Find("NetworkManagerMLAPI").GetComponent <GameHoster>(); break; case NETWORKINGSTACK.COLYSEUS: UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects() .First(p => p.name == "NetworkManagerColyseus").SetActive(true); gameHoster = GameObject.Find("NetworkManagerColyseus").GetComponent <GameHoster>(); break; } } }