using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class DebugNetManager : NetworkManager { public override void OnServerConnect(NetworkConnection conn) { print(string.Format("Hello connection #{0} from {1} !", conn.connectionId, conn.address)); base.OnServerConnect (conn); } public override void OnServerDisconnect(NetworkConnection conn) { print(string.Format("Bye bye connection #{0} from {1} !", conn.connectionId, conn.address)); base.OnServerDisconnect (conn); } public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { var spawnPosition = Vector3.right * conn.connectionId; var player = GameObject.Instantiate (playerPrefab, spawnPosition, Quaternion.identity) as GameObject; NetworkServer.AddPlayerForConnection (conn, player, playerControllerId); } public override void OnClientSceneChanged(NetworkConnection conn) { // This is 99.9% certain to throw a double ready error // on Unity 2017.2.0f3 (patch series untested) print ("Client scene change: " + networkSceneName); base.OnClientSceneChanged (conn); } }