When using NetworkManager, we can set the Player prefab that auto spawns when a client connects. How do we “find” that game object? If I have a callback for OnClientConnectedCallback all I have access to is a clientId. How do I match it with the spawned object?
/// <summary>
/// Handler for when a client connects.
/// </summary>
/// <param name="clientId">The ID of the client that connected.</param>
private void OnConnected(ulong clientId)
{
Debug.Log($"Client {clientId} connected");
}
If I can’t do this reliably (eg if FindObject might choose the wrong object) should i just use the connection approval callback?