When testing out the multiplayer networking, you have to build a game and then host from there. In the editor, you can join the hosted game. Is this the workflow everyone uses? Of course, a slight alternative is to open the built game more than once, at least in Windows, though I use a Mac.
Another area needing improvement in my workflow, is that the built game doesn’t have a console to see errors and things that are printed there. Any way to have that on a built game?
Thanks for any help!
I’ve no idea where the output log goes on a Mac, and I had previously spent some time looking for it.
I tend to push my project to git and then test it on several machines. I’ve found usually three machines is good for network testing so you can see things happening in real time client-to-client, and host-to-client. I had to ditch single machine testing as it wasn’t very robust for testing things simultaneously, and my authentication currently only allows one person per unique machine identifier.
My alternative is to copy the project into another location, and open two Unity editors and debug from there.
This is only viable for network games where the server code and the client code differ completely.