I’m trying to create a multiplayer lobby with UNET. I have a game object in my lobby scene with the Network Lobby Manager component attached to it. The Lobby Player variable has a reference to a prefab with a Network Identity and Lobby Player component. I’m wanting to build the GUI from scratch rather than using the Network Manager HUD so I have some buttons such as “Start Host” and “Start Client”.
Clicking the “Start Host” button calls “StartHost()” and I get debug telling me that the host has been started and that a server and a client has connected. However I was under the impression after reading through the documentation, that when a client connected (I’ve tried this locally and not) that the lobby manager instantiates a lobby player automatically for every connected client. Mine doesn’t do this.
Setting the log level of the Network Lobby Manager to Debug instead of Info, I get some extra debug that says “Ready with no player object” but I don’t know whether that is in relation to something failing and not being able to instantiate a Lobby Player?
Has anyone had a similar situation? Or know of any tutorials or documentation on creating a UNET lobby? I have read all the documentation in the manual (which I find very shallow) and I’ve also downloaded the Network Lobby and Network Starter sample projects. I can’t see any other code they call in order to work and my manager setups are the same. Am I missing a certain call??