Disabled Debug logging in Portal script

This commit is contained in:
MrGadget1024 2021-11-29 11:15:11 -05:00
parent 975828f3dc
commit 259e61411c

View File

@ -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