/// <summary> /// Called when a client request for a player object /// </summary> /// <param name="conn"></param> /// <param name="playerPrefab"></param> internal static void ServerCreatePlayerObject(NetworkConnection conn, GameObject playerPrefab) { //Create the player object GameObject player = Object.Instantiate(playerPrefab); player.AddComponent<SimulationObject>(); //Add the connection for the player NetworkServer.AddPlayerForConnection(conn, player); //Make initial ping PingManager.PingClient(conn); Logger.Info("Created player object for {NetID}", conn.identity.netId); }
/// <summary> /// Called when a client request for a player object /// </summary> /// <param name="conn"></param> /// <param name="playerPrefab"></param> internal static void ServerCreatePlayerObject(NetworkConnection conn, GameObject playerPrefab) { Transform spawnPoint = netManager.GetStartPosition(); //Create the player object GameObject player = Object.Instantiate(playerPrefab, spawnPoint.position, spawnPoint.rotation); player.AddComponent <LagCompensatedObject>(); //Add the connection for the player NetworkServer.AddPlayerForConnection(conn, player); //Make initial ping PingManager.AddClient(conn); PingManager.PingClient(conn); Logger.Info("Created player object for {NetID}", conn.identity.netId); }