Hello. I am creating a multiplayer game for the first time and i encountered this weird problem NetworkManager events wont trigger! i have the script and networkmanager attached to the same gameobject. Here is the network manager event script:
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
using Game.DeveloperConsole;
[NetworkSettings(channel=0, sendInterval=0.1f)]
public class NetworkManagerEventHandler : NetworkManager {
// Components
private NetworkController netcont;
private SceneDataTransferScript transfereddatascript;
// Network managmenet initialization
void Start () {
// Gettings Components
netcont = gameObject.GetComponent<NetworkController> ();
transfereddatascript = GameObject.Find ("SceneDataTransferObject").GetComponent<SceneDataTransferScript> ();
Debug.Log ("started");
}
public override void OnServerConnect(NetworkConnection conn){
if (transfereddatascript.NetworkConnectionType == "Host" || transfereddatascript.NetworkConnectionType == "Lan") {
DevConsole.printnormalmessage ("Client connected to host. Gamemode Unknown");
}
DevConsole.printnormalmessage ("OnServerConnect even triggered!");
}
public override void OnClientConnect(NetworkConnection conn){
if (transfereddatascript.NetworkConnectionType == "Host" || transfereddatascript.NetworkConnectionType == "Lan") {
DevConsole.printnormalmessage ("Client connection established to server. Gamemode Unknown");
}
DevConsole.printnormalmessage ("OnClientConnect even triggered!");
}
public override void OnClientDisconnect(NetworkConnection conn){
}
}
I tried to change override to virtual still the same issue. Thanks. If you need more explanation or something else tell me.