I got this code from a tutorial on youtube :
function Update () {
myUpdate();
}
function myUpdate () {
if(Input.GetMouseButtonDown(0)) {
hit = Physics2D.Raycast(camera.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
if( hit != null && hit.collider.gameObject.name == "Connect"){
text.text = "connecting... ";
Network.Connect (ipAddress, port);
audio.PlayOneShot(click);
connect.GetComponent(SpriteRenderer).sprite = afterStartServer;
yield WaitForSeconds (0.4);
connect.GetComponent(SpriteRenderer).sprite = beforeStartServer;
}
if( hit != null && hit.collider.gameObject.name == "Start Server"){
text.text = "starting server on " + ipAddress + ":" + port;
Network.InitializeServer (maxConnections, port);
audio.PlayOneShot(click);
startServer.GetComponent(SpriteRenderer).sprite = afterStartServer;
yield WaitForSeconds (0.4);
startServer.GetComponent(SpriteRenderer).sprite = beforeStartServer;
}
}
}
function OnGUI() {
GUI.skin = guiSkin;
ipAddress = GUI.TextField (Rect (0, 0, 200, 40), ipAddress, 1000);
var tempPort : String;
tempPort = GUI.TextField (Rect (0, 50, 100, 40), port.ToString(), 1000);
}
function OnFailedToConnect(error : NetworkConnectionError) {
text.text = "Could not connect to server: " + error;
}
function OnConnectedToServer () {
text.text = "connected!";
gameObject.transform.position = transform2;
}
I was just wondering, is that all the code I need to connect/host a server? If so, how could I display the other player’s name which is stored in their PlayerPrefs and how could I make the other person control an his Play object? Thanks, Mark.