void Awake() { // Assign our instance _instance = this; // Player management is done in a separate channel. networkView.group = 2; Network.SetSendingEnabled(2, true); // Keep persistent DontDestroyOnLoad(this); }
private void Awake() { director = GetComponent <NetworkDirector>(); }
void Awake() { // Use a p2p model uLink.Network.isAuthoritativeServer = false; // Assign our instance _instance = this; // Player management is done in a separate channel. myNetworkView.group = 2; // Keep persistent DontDestroyOnLoad(this); }