public void Update() { // don't load chunks if engine isn't initialized yet if (!Engine.Initialized || !ChunkManager.Initialized) { return; } // don't load chunks if multiplayer is enabled but the connection isn't established yet if (Engine.EnableMultiplayer) { if (!Network.isClient && !Network.isServer) { return; } } // track which chunk we're currently in. If it's different from previous frame, spawn chunks at current position. currentPos = Engine.PositionToChunkIndex(transform.position); if (currentPos.IsEqual(LastPos) == false) { //ChunkManager.SpawnChunks(currentPos.x, currentPos.y, currentPos.z); StartCoroutine(ReplaceChunks(currentPos)); // (Multiplayer) update server position if (Engine.EnableMultiplayer && Engine.MultiplayerTrackPosition && Engine.UniblocksNetwork != null) { UniblocksClient.UpdatePlayerPosition(currentPos); } } LastPos = currentPos; }
IEnumerator InitialPositionAndRangeUpdate() { while (Engine.UniblocksNetwork == null) { yield return(new WaitForEndOfFrame()); } UniblocksClient.UpdatePlayerPosition(currentPos); UniblocksClient.UpdatePlayerRange(Engine.ChunkSpawnDistance); }