void Start () {
        RegisterHandlers();

        UnityNetcode.QuerySupport((supportStatus) =>
        {
            if (supportStatus == NetcodeIOSupportStatus.Available)
            {
                Debug.LogError("Netcode.IO available and ready!");

                UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, (client) =>
                {
                    this.client = client;
                    client.SetTickrate(60);
                    //StartCoroutine(connectToServer());

                });
            }
            else if (supportStatus == NetcodeIOSupportStatus.Unavailable)
            {
                Debug.LogError("Netcode.IO not available");
            }
            else if (supportStatus == NetcodeIOSupportStatus.HelperNotInstalled)
            {
                Debug.LogError("Netcode.IO is available, but native helper is not installed");
            }
        });
	}
    private void Start()
    {
        logLine("Checking for Netcode.IO support...");

        UnityNetcode.QuerySupport((supportStatus) =>
        {
            if (supportStatus == NetcodeIOSupportStatus.Available)
            {
                logLine("Netcode.IO available and ready!");

                UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, (client) =>
                {
                    this.client = client;
                    StartCoroutine(connectToServer());
                });
            }
            else if (supportStatus == NetcodeIOSupportStatus.Unavailable)
            {
                logLine("Netcode.IO not available");
            }
            else if (supportStatus == NetcodeIOSupportStatus.HelperNotInstalled)
            {
                logLine("Netcode.IO is available, but native helper is not installed");
            }
        });
    }
 // Start is called before the first frame update
 void Start()
 {
     // check for Netcode.IO extension
     // Will provide NetcodeIOSupportStatus enum, either:
     // Available, if Netcode.IO is available and the standalone helper is installed (or if in standalone),
     // Unavailable, if Netcode.IO is unsupported (direct user to install extension)
     // HelperNotInstalled, if Netcode.IO is available but the standalone helper is not installed (direct user to install the standalone helper)
     UnityNetcode.QuerySupport((supportStatus) =>
     {
         UnityNetcode.CreateClient(NetcodeIOClientProtocol.IPv4, ClientConnect);
     });
 }
        // Use this for initialization
        void Start()
        {
            UnityNetcode.QuerySupport(supportStatus =>
            {
                switch (supportStatus)
                {
                case NetcodeIOSupportStatus.HelperNotInstalled:
                case NetcodeIOSupportStatus.Unavailable:
                    return;

                case NetcodeIOSupportStatus.Available:
                    Connect(NetcodeIOClientProtocol.IPv4);
                    break;

                case NetcodeIOSupportStatus.Unknown:
                    break;

                default:
                    Connect(NetcodeIOClientProtocol.IPv4);
                    break;
                }
            });
        }