Hello Community!
I've recently started on a simple multiplayer project to learn the ropes of UNET. I got a general idea of how everything works now, but I've stumpled upon a problem when trying to use NetworkServer.ReplacePlayerForConnection.
Thus far, I've got a NetworkManager that spawns a PlayerController (A lobby'ish kinda thing) that controls which team the player should join and setting the player name:
[UNET] Clients position not being synced after being replaced with ReplacePlayerForConnection
I've recently started on a simple multiplayer project to learn the ropes of UNET. I got a general idea of how everything works now, but I've stumpled upon a problem when trying to use NetworkServer.ReplacePlayerForConnection.
Thus far, I've got a NetworkManager that spawns a PlayerController (A lobby'ish kinda thing) that controls which team the player should join and setting the player name:
Code (CSharp):
- public override void OnStartLocalPlayer()
- {...