Hi, I’m following a tutorial on spawning players into a game on a network. However the players are notspawning into the game. The OnClientConnect method is causing the problem:
public override void OnClientConnect(NetworkConnection conn)
{
base.OnClientConnect(conn);
OnClientConnected?.Invoke();
}
It’s giving me these warnings:
warning CS0672: Member 'NetworkManagerLobby.OnClientConnect(NetworkConnection)' overrides obsolete member 'NetworkManager.OnClientConnect(NetworkConnection)'. Add the Obsolete attribute to 'NetworkManagerLobby.OnClientConnect(NetworkConnection)'.```
Unity version: 2021.3.5f1 and I'm using **Mirror**.
Any help is much appreciated!
Sounds like you should do yourself a favor and start with a modern tutorial.
If you insist on persisting with this code, then you’re kind of on your own because most likely nobody else is using the deprecated / obsoleted APIs anymore, assuming there are replacements.
What is often happening in these cases is one of the following:
the code you think is executing is not actually executing at all
the code is executing far EARLIER or LATER than you think
the code is executing far LESS OFTEN than you think
the code is executing far MORE OFTEN than you think
the code is executing on another GameObject than you think it is
you’re getting an error or warning and you haven’t noticed it in the console window
To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.
Doing this should help you answer these types of questions:
is this code even running? which parts are running? how often does it run? what order does it run in?
what are the values of the variables involved? Are they initialized? Are the values reasonable?
are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)
Knowing this information will help you reason about the behavior you are seeing.
You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);
If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.
You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.
You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.
You could also just display various important quantities in UI Text elements to watch them change as you play the game.
Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.
Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:
You must find a way to get the information you need in order to reason about what the problem is.
Thank you for your reply, I managed to get rid of the warnings by changing those methods slightly but still having issues with the players not spawning. I did what you suggested by using Debug.Log() throughout my code and I have found where the problem is, but I don’t know how to solve it. I’ll give some more detail so you might be able to help me out.
I have a lobby system that allows the user to put in their username and join a lobby. Once all the players ready up the host presses start and the game should begin. It changes into the game map like it should and the SpawnSystem prefab that has the PlayerSpawnSystem script attached appears in the hierarchy. The spawn points are being created as well so no issues there.
I found out using Debug.Log() that the SpawnPlayer method is not getting called. Here are the relevant methods
In PlayerSpawnSystem:
{
NetworkManagerLobby.OnServerReadied += SpawnPlayer;
}```
```[Server]
public void SpawnPlayer(NetworkConnection conn)
{
Debug.Log("In SpawnPlayer()");
Transform spawnPoint = spawnPoints.ElementAtOrDefault(nextIndex);
if(spawnPoint == null)
{
Debug.LogError($"Missing spawn point for player {nextIndex}");
return;
}
GameObject playerInstance = Instantiate(playerPrefab, spawnPoints[nextIndex].position, spawnPoints[nextIndex].rotation);
NetworkServer.Spawn(playerInstance, conn);
nextIndex++;
}```
In ```NetworkManagerLobby```:
```public static event Action<NetworkConnection> OnServerReadied;```
```public virtual void OnSeverReady(NetworkConnectionToClient conn)
{
base.OnServerReady(conn);
OnServerReadied?.Invoke(conn);
}```
I appreciate the help
[UPDATE]
I used Debug.Log in the OnServerReady method and found it's not getting called. This is probably why the players are not spawning because it doesn't know that the Server is ready. I'm not sure how to solve this...