Yet again, another networking noob!
Anyways,
I am testing a simple fps networking game.
This script (PlayerSync.cs) is attached to the Player Object that is assigned in the Network Manager (I am using Network Manager and Network Manager HUD)
Its job is to send the player's name, assigned in a script before connecting to a server, to the server, who then adds the name to the Master Player List (modified on server only) and assigns the new value to a syncvar...
UNET String SyncVar - Any Ideas?
Anyways,
I am testing a simple fps networking game.
This script (PlayerSync.cs) is attached to the Player Object that is assigned in the Network Manager (I am using Network Manager and Network Manager HUD)
Its job is to send the player's name, assigned in a script before connecting to a server, to the server, who then adds the name to the Master Player List (modified on server only) and assigns the new value to a syncvar...
UNET String SyncVar - Any Ideas?