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:
And suddenly no player has authority of...
UNET unique client IDs
spawning with Networkserver.spawnWithClientAuthority is broken:
Code (CSharp):
- public override void OnServerConnect(NetworkConnection conn)
- {
- NetworkServer.SpawnWithClientAuthority(newPlayer.gameObject,conn);
- }
UNET unique client IDs