// This is a kludge. I have to relinquish the Reticle back to the server so it doesn't get // destroyed when I go away. void OnApplicationQuit() { if (!isServer && hasAuthority) { IAAPlayer.removeAuthority(netId); } }
void onDestroy() { if (!isServer && hasAuthority) { IAAPlayer.removeAuthority(netId); } }
public override void OnStartLocalPlayer() { Debug.Log("IAAPlayer: On StartLocalPlayer()"); // localPlayer = this; //m_tracker = playerObject.GetComponent<ViconActor> (); m_tracker = playerObject.GetComponent <MQTTTrack>(); m_isObserver = LocalPlayerOptions.singleton.observer; cm_playerObject = gameObject; SequenceMessage.SequenceMessageID = MsgType.Highest + 1; NetworkManager.singleton.client.RegisterHandler(SequenceMessage.SequenceMessageID, setSequence); localPlayer = this; }
IEnumerator handleUpload() { DownloadHandlerBuffer handler = new DownloadHandlerBuffer(); yield return(StartCoroutine(Webserver.singleton.Upload(m_mostRecentFilename, m_mostRecentClip, handler))); yield return(new WaitUntil(() => handler.isDone == true)); if (!hasAuthority) { IAAPlayer.getAuthority(netId); } yield return(new WaitUntil(() => hasAuthority == true)); spawnTheWord(); IAAPlayer.removeAuthority(netId); }