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UNET unique client IDs

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Okay is it actually possible for a player to know which player it is without serialisation/messages or other complicated stuff. The connectionID for each client is different on each client (which defies the point of unique IDs??)

spawning with Networkserver.spawnWithClientAuthority is broken:

Code (CSharp):
  1. public override void OnServerConnect(NetworkConnection conn)
  2. {
  3.     NetworkServer.SpawnWithClientAuthority(newPlayer.gameObject,conn);
  4. }
And suddenly no player has authority of...

UNET unique client IDs

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