diff --git a/Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs b/Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs index e39389078..54047d1d2 100644 --- a/Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs +++ b/Assets/Mirror/Examples/AdditiveLevels/Scripts/Portal.cs @@ -36,7 +36,7 @@ public override void OnStartClient() // up in the Physics collision matrix so only Player collides with Portal. void OnTriggerEnter(Collider other) { - Debug.Log($"Portal::OnTriggerEnter {gameObject.name} in {gameObject.scene.name}"); + //Debug.Log($"Portal::OnTriggerEnter {gameObject.name} in {gameObject.scene.name}"); // tag check in case you didn't set up the layers and matrix as noted above if (!other.CompareTag("Player")) return; @@ -62,7 +62,7 @@ IEnumerator SendPlayerToNewScene(GameObject player) yield return waitForSeconds; - Debug.Log($"SendPlayerToNewScene RemovePlayerForConnection {conn} netId:{conn.identity.netId}"); + //Debug.Log($"SendPlayerToNewScene RemovePlayerForConnection {conn} netId:{conn.identity.netId}"); NetworkServer.RemovePlayerForConnection(conn, false); yield return null; @@ -77,7 +77,7 @@ IEnumerator SendPlayerToNewScene(GameObject player) player.transform.LookAt(Vector3.up); NetworkServer.AddPlayerForConnection(conn, player); - Debug.Log($"SendPlayerToNewScene AddPlayerForConnection {conn} netId:{conn.identity.netId}"); + //Debug.Log($"SendPlayerToNewScene AddPlayerForConnection {conn} netId:{conn.identity.netId}"); yield return null; // host client would have been disabled by OnTriggerEnter above