private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkManager.ConnectionApprovedDelegate callback) { bool approve = true; bool createPlayerObject = true; ulong?prefabHash = NetworkSpawnManager.GetPrefabHashFromGenerator("MyPrefab"); callback(createPlayerObject, prefabHash, approve, Vector3.zero, Quaternion.identity); }
private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkManager.ConnectionApprovedDelegate callback) { print("approving..."); // bool approve = true; // bool createPlayerObject = false; var payload = System.Text.Encoding.UTF8.GetString(connectionData); print($"connected {payload} \nClient: {clientId}"); ulong?prefabHash = NetworkSpawnManager.GetPrefabHashFromGenerator("MyPrefab"); //callback(createPlayerObject, prefabHash, approve, Vector3.zero, Quaternion.identity); }
private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkManager.ConnectionApprovedDelegate callback) { Debug.Log("Client " + clientId + " is joining server with password: "******"MyPrefabHashGenerator" with the name of a prefab added to the NetworkPrefabs field of your NetworkManager object in the scene ulong?prefabHash = NetworkSpawnManager.GetPrefabHashFromGenerator("Player_Client"); ////If approve is true, the connection gets added. If it's false. The client gets disconnected callback(createPlayerObject, prefabHash, approve, new Vector3(0, 1, 0), new Quaternion()); }
private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkManager.ConnectionApprovedDelegate callback) { //Your logic here bool approve = true; bool createPlayerObject = true; // The prefab hash. Use null to use the default player prefab // If using this hash, replace "MyPrefabHashGenerator" with the name wof a prefab added to the NetworkPrefabs field of your NetworkManager object in the scene ulong?prefabHashKid = NetworkSpawnManager.GetPrefabHashFromGenerator("KID"); ulong?prefabHashSnail = NetworkSpawnManager.GetPrefabHashFromGenerator("SNAIL"); //If approve is true, the connection gets added. If it's false. The client gets disconnected if (counter % 2 == 1) { callback(createPlayerObject, prefabHashSnail, approve, snailSpawn[Random.Range(0, snailSpawn.Length)].position, quaternion.identity); } else { callback(createPlayerObject, prefabHashKid, approve, kidSpawn[Random.Range(0, kidSpawn.Length)].position, quaternion.identity); } counter++; }
private static void ClientConnectionApproval(byte[] connectionData, ulong clientId, NetworkManager.ConnectionApprovedDelegate callback) { ulong?prefabHash = NetworkSpawnManager.GetPrefabHashFromGenerator(PlayerPrefabHashString); callback(true, prefabHash, true, SpawnLocationManager.GetRandomSpawn(), Quaternion.identity); }