// NetworkIdentity.UNetStaticUpdate is called from UnityEngine while LLAPI network is active. // if we want TCP then we need to call it manually. probably best from NetworkManager, although this means // that we can't use NetworkServer/NetworkClient without a NetworkManager invoking Update anymore. // // virtual so that inheriting classes' LateUpdate() can call base.LateUpdate() too public virtual void LateUpdate() { // call it while the NetworkManager exists. // -> we don't only call while Client/Server.Connected, because then we would stop if disconnected and the // NetworkClient wouldn't receive the last Disconnect event, result in all kinds of issues NetworkServer.Update(); NetworkClient.Update(); UpdateScene(); }
// this is invoked by the UnityEngine public static void UNetStaticUpdate() { NetworkServer.Update(); NetworkClient.UpdateClients(); NetworkManager.UpdateScene(); }