hey guys, i’m new here and was wondering if u could help me out with this code:
using UnityEngine;
using System.Collections;
using System;
public class MPBase : MonoBehaviour
{
public string connectToIP = "127.0.0.1";
public int connectPort = 25000;
public bool useNAT = false;
public string ipaddress = "";
public string port = "";
string playerName = "<NAME ME>";
void onGUI()
{
if (Network.peerType == NetworkPeerType.Disconnected)
{
if (GUILayout.Button("Connect"))
{
if (playerName != "<NAME ME>")
{
Network.useNat = useNAT;
Network.Connect(connectToIP, connectPort);
PlayerPrefs.SetString("playerName", playerName);
}
}
if (GUILayout.Button("Start Server"))
{
if (playerName != "<NAME ME>")
{
Network.useNat = useNAT;
Network.InitializeServer(32, connectPort);
foreach (GameObject go in FindObjectsOfType(typeof(GameObject)))
{
go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver);
}
PlayerPrefs.SetString("PlayerName", playerName);
}
}
playerName = GUILayout.TextField(playerName);
connectToIP = GUILayout.TextField(connectToIP);
connectPort = Convert.ToInt32(GUILayout.TextField(connectPort, ToString()));
}
else
{
if (Network.peerType == NetworkPeerType.Connecting) GUILayout.Label("Connect Status: Connecting");
else if (Network.peerType == NetworkPeerType.Client)
{
GUILayout.Label("Connection Status: Client!");
GUILayout.Label("Ping To Server: " + Network.GetAveragePing(Network.connections[0]));
}
else if (Network.peerType = NetworkPeerType.Server)
{
GUILayout.Label("Connection Status: Server!");
GUILayout.Label("Connections: " + Network.connections.Length);
if(Network.connections.Length >= 1)
GUILayout.Label("Ping To Server: " + Network.GetAveragePing(Network.connections[0]));
}
if (GUILayout.Button("Disconnect"))
Network.Disconnect(200);
ipaddress = Network.player.ipAddress;
port = Network.player.port.ToString();
GUILayout.Label("IP Address: " + ipaddress + " : " + port);
}
}
void OnConnectedToServer()
{
foreach (GameObject go in FindObjectsOfType(typeof(GameObject)))
{
go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver);
}
}
}
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Could you explain exactly what is going wrong here? It's difficult to just look at some code and know straight off what the problem is.
– syclamoth