// this happens after approval (96% sure :p) private void ML_OnClientConnected(ulong _clientId) { if (!NetworkingManager.Singleton.IsHost && !NetworkingManager.Singleton.IsServer) { return; } Debug.Log("Client " + _clientId + " connected"); NetworkedClient client = NetworkingManager.Singleton.ConnectedClients[_clientId]; Player player = client.GetPlayer(); player.ClientId.Value = _clientId; player.Name.Value = connectionDataCache[_clientId].playerName; connectionDataCache.Remove(_clientId); using (PooledBitStream stream = PooledBitStream.Get()) { using (PooledBitWriter w = PooledBitWriter.Get(stream)) { w.WriteUInt64(player.NetworkedObject.NetworkId); CustomMessagingManager.SendNamedMessage("ClientConnected", AllClientIDs(), stream); } } }