ToScript does not exist.
I really mean the network player you get passed in by the other user as he talks to you.
You must have some structure in place to know who a player is, what avatars he owns etc, in there you also stored his network player for unique iditifcation.
If that doesn’t make sense to you I would recommend looking at the networking example in resources - examples as well as looking at the m2h zero to hero guide on networking
It does make sense. I’m trying simply to find the way to communicate with a specific client. I thought Network.connections[ ] specified the certain client. I"m sorry, I meant .ToString(). I’m just having issues with the server replying to the client to tell it whether or not the Log In is valid. I can’t seem to find where it allocates the ID. I see it in the Network Player, but I wasn’t sure whether or not that was the connection I could use to connect to a specific client.
EDIT: I also thought that Unity automatically declared a client ID. I was trying to access that one instead of assigning my own. I’m making a system that only uses the Unity network resources with no backend.
EDIT EDIT:
I’ve used NetworkMessageInfo.sender, too. The problem with that is that I get a “-1” for that. I tried NetworkPlayer.ToString() and I think I got a “0.” I’ll try it again real quick and let you know.