IEnumerator CheckForConnectionsOrClose() { yield return(new WaitForSeconds(UnityNetworkingData.MaxWaitForConnectSeconds)); if (UnityNetworkingData.ConnectedClients == 0) { Logger.Dispatch(LoggerTypes.Info, "No Connections were made, shutting down."); ShutDownSignal.Dispatch(); } }
// called when a network error occurs public void OnServerError(NetworkMessage netMsg) { try { var error = netMsg.ReadMessage <ErrorMessage>(); if (error != null) { Logger.Dispatch(LoggerTypes.Info, string.Format("Unity Network Connection Status: code - {0}", error.errorCode)); } } catch (Exception) { Logger.Dispatch(LoggerTypes.Info, "Unity Network Connection Status, but we could not get the reason, check the Unity Logs for more info."); } ShutDownSignal.Dispatch(); }