Hello,
I have been following a tutorial for a multiplayer game and have hit a brick wall. I have the following script on a GameObject with the prefabs connected and what not but the game won’t spawn my player. There is nothing in the log, no errors, no players in the scene, it just won’t work. Script:
var playerPrefab:GameObject;
var spawnObject:Transform;
var gameName:String = "slothworks1";
private var refreshing:boolean;
private var hostData:HostData[];
private var buttonX:float;
private var buttonY:float;
private var buttonW:float;
private var buttonH:float;
function Start(){
buttonX = Screen.width * 0.05;
buttonY = Screen.width * 0.05;
buttonW = Screen.width * 0.1;
buttonH = Screen.width * 0.1;
}
function startServer(){
Network.InitializeServer(32, 25001, !Network.HavePublicAddress);
MasterServer.RegisterHost(gameName, "Tutorial Game Name", "This is a tutorial game");
}
function refreshHostList(){
MasterServer.RequestHostList(gameName);
refreshing = true;
}
function Update(){
if(refreshing){
if(MasterServer.PollHostList().Length > 0){
refreshing = false;
Debug.Log(MasterServer.PollHostList().Length);
hostData = MasterServer.PollHostList();
}
}
}
function spawnPlayer(){
Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
}
function OnServerInitialized(){
Debug.Log("Server Initialized");
}
function OnConnectedToServer(){
spawnPlayer();
}
function OnMasterServerEvent(mse:MasterServerEvent){
if(mse == MasterServerEvent.RegistrationSucceeded){
Debug.Log("Registered Server");
}
}
function OnGUI(){
if(!Network.isClient && !Network.isServer){
if(GUI.Button(Rect(buttonX, buttonY, buttonW, buttonH), "Start Server")){
Debug.Log("Starting Server");
startServer();
}
if(GUI.Button(Rect(buttonX, buttonY * 1.2 + buttonH, buttonW, buttonH), "Refresh Hosts")){
Debug.Log("Hosts Refreshing");
refreshHostList();
}
if(hostData){
for(var i:int = 0; i<hostData.length; i++){
if(GUI.Button(Rect(buttonX * 1.5 + buttonW, buttonY*1.2 + (buttonH * i), buttonW*3, buttonH*0.5), hostData*.gameName)){*
_ Network.Connect(hostData*);_
_ }_
_ }_
_ } _
_ }_
_}*_