public static bool Connect(string appId) { Debug.Log("ClientServerSystemManager.CollectAllSystems()"); ClientServerSystemManager.CollectAllSystems(); Debug.Log("ReplicatedPrefabMgr.Initialize()"); ReplicatedPrefabMgr.Initialize(); ClientServerSystemManager.InitClientSystems(); Unity.DotsNetKit.Transport.NetworkEndPoint ep = Unity.DotsNetKit.Transport.NetworkEndPoint.Parse("127.0.0.1", 12345); World clientWorld = ClientServerSystemManager.clientWorld; Entity ent = clientWorld.GetExistingSystem <NetworkStreamReceiveSystem>().Connect(ep); // Console.WriteLine("Connecting to server ..."); return(true); }
public static void Start(string appId) { Debug.Log("ClientServerSystemManager.CollectAllSystems()"); ClientServerSystemManager.CollectAllSystems(); Debug.Log("ReplicatedPrefabMgr.Initialize()"); ReplicatedPrefabMgr.Initialize(); ClientServerSystemManager.InitServerSystems(); Unity.DotsNetKit.Transport.NetworkEndPoint ep = Unity.DotsNetKit.Transport.NetworkEndPoint.AnyIpv4; ep.Port = 12345; World serverWorld = ClientServerSystemManager.serverWorld; var nsrs = serverWorld.GetExistingSystem <NetworkStreamReceiveSystem>(); nsrs.Listen(ep); //Console.WriteLine(string.Format("Server is listening on port ({0})", ep.Port)); string levelName = "Level1"; SceneManager.LoadScene(levelName); //Console.WriteLine(string.Format("Load level ({0})", levelName)); }