private void SpawnLocalPlayer() { // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate if (MasterNetAdapter.NetLib == NetworkLibrary.PUN) { Transform tr = NSTSamplePlayerSpawn.GetRandomSpawnPoint(); Vector3 pos = (tr) ? tr.position : Vector3.zero; Quaternion rot = (tr) ? tr.rotation : Quaternion.identity; MasterNetAdapter.Spawn(playerPrefab, pos, rot, null); } }
private void SpawnLocalPlayer() { // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate if (MasterNetAdapter.NetLib == NetworkLibrary.PUN || NSTNetAdapter.NetLibrary == NetworkLibrary.PUN2) { if (playerPrefab) { Transform tr = NSTSamplePlayerSpawn.GetRandomSpawnPoint(); Vector3 pos = (tr) ? tr.position : Vector3.zero; Quaternion rot = (tr) ? tr.rotation : Quaternion.identity; localPlayer = MasterNetAdapter.Spawn(playerPrefab, pos, rot, null); } else { Debug.LogError("No PlayerPrefab defined in " + this.GetType().Name); } } }