private static void InitializeInPlayer() { // No domain reloads in the player so we don't need to look for existing // instances. s_Manager = new InputManager(); s_Manager.Initialize(); ////TODO: put this behind a switch so that it is off by default // Automatically enable remoting in development players. #if DEVELOPMENT_BUILD s_ConnectionToEditor = ScriptableObject.CreateInstance <RemoteInputPlayerConnection>(); s_Remote = new InputRemoting(s_Manager, startSendingOnConnect: true); s_Remote.Subscribe(s_ConnectionToEditor); s_ConnectionToEditor.Subscribe(s_Remote); s_ConnectionToEditor.Bind(PlayerConnection.instance, PlayerConnection.instance.isConnected); #endif }
private void SetUpRemoting() { remote = new InputRemoting(manager); remote.RestoreState(m_RemotingState, manager); if (playerConnection == null) { playerConnection = CreateInstance <RemoteInputPlayerConnection>(); } remote.Subscribe(playerConnection); // Feed messages from players into editor. playerConnection.Subscribe(remote); // Feed messages from editor into players. playerConnection.Bind(EditorConnection.instance, false); // We don't enable sending on the editor's remote by default. // By default, the editor acts as a receiver only. m_RemotingState = new InputRemoting.SerializedState(); }