Hello so i want to make multiplayer game but after i start the server if i connect once from the client all works fine but if i disconnect, at reconnecting the game spawns a new player before i hit spawn and it only can be see it on the client part. Any suggestions tips why it doesn’t work? Here is my code:
using UnityEngine;
using System.Collections;
public class NetworkManager : MonoBehaviour {
public GameObject Player;
public Camera MainMenuCamera;
GameObject DestroyMe;
public bool connected = false;
public string connectionIP = "127.0.0.1";
public int connectionPort = 25001;
void OnGUI()
{
if (Network.peerType == NetworkPeerType.Disconnected)
{
GUI.Label(new Rect(10, 10, 300, 20), "Status: Disconnected");
if (GUI.Button(new Rect(10, 30, 120, 20), "Client Connect"))
{
Network.Connect(connectionIP, connectionPort);
connected = true;
}
if (GUI.Button(new Rect(10, 50, 120, 20), "Initialize Server"))
{
Network.InitializeServer(2, connectionPort, true);
connected = true;
}
}
else if (Network.peerType == NetworkPeerType.Client)
{
GUI.Label(new Rect(10, 10, 300, 20), "Status: Connected as Client");
if (GUI.Button(new Rect(10, 30, 120, 20), "Disconnect"))
{
Network.Destroy(DestroyMe);
MainMenuCamera.enabled = true;
Network.Disconnect();
}
}
else if (Network.peerType == NetworkPeerType.Server)
{
GUI.Label(new Rect(10, 10, 300, 20), "Status: Connected as Server");
if (GUI.Button(new Rect(10, 30, 120, 20), "Disconnect"))
{
Network.Destroy(DestroyMe);
MainMenuCamera.enabled = true;
Network.Disconnect();
}
}
// Spawner
if (connected && GUI.Button(new Rect(10,50, 120, 20), "Click to Spawn!"))
{
DestroyMe = Network.Instantiate(Player, transform.position, transform.rotation, 0) as GameObject;
MainMenuCamera.enabled = false;
connected = false;
}
}
}