Hello, need some help completing this multiplayer setup. I got through all the other hurdles to this point where after calling ClientScene.AddPlayer(conn,0);
, it leads to a warning in the console just after the internal OnOwnerMessage is called:
ClientScene::InternalAddPlayer: playerControllerId : 0
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
The player is spawned on both server and client but no playerControllerId is being added for the client, so nothing gets synced to the server from it, and the player isnt recognised by anything.