When you place a script in-between two objects, where it does not belong, it is then dropped into a void. It goes deep down where the demons live and is picked apart byte-by-byte.
So next time you accidentally drop a script there, remember what a cruel thing you have done and how miserable your wrongfully-placed scripts are in the hands of the unknown.
Haha it does not involve a chicken. I’m actually working on learning multiplayer coding (that’s a lot of ings). “Chicken” is actually the name of the level model. It’s not referring to the animal but more like the game where two people go at each other and whoever gets off the path first loses. I’m basing the game off of a gamemode I played with a friend on Garry’s Mod where two teams have to get a ball and throw it into the other team’s ring that’s floating in mid-air. The players can charge at each other like bulls. When hit with enough force you become ragdollized and fly through the air. It’s pretty funny.
About the actual multiplayer coding though…
I’m making it so multiple players can be on different scenes at the same time. The reason is that I want players to be able to connect to the server and load up the lobby without having everyone’s objects spammed in their face at the same time. Using SetReceiveEnabled and SetScope I can filter which objects should be shown and hidden. So in the game players start on a connection screen, join and then choose to load the level instead of being thrusted into the level (that option will change later since there will only need to be one level that the other players will play on).
Right now I have to fix a bug where objects that are previously spawned on a level aren’t shown to new players that enter the level, even if they were on the server prior to the object being spawned. I’m sure it has something to do with the order that I’m using SetReceiveEnabled and/or SetScope.
I also have to do something about the disconnection. When you disconnect it leaves objects in the scene (only the objects you own, I believe). I can’t just use Network.DestroyPlayerObjects because the connection code is on a GameObject that relies on a NetworkView which will then be deleted.