diff --git a/Assets/Mirror/Runtime/NetworkServer.cs b/Assets/Mirror/Runtime/NetworkServer.cs index ce26dde6a..a520db0a5 100644 --- a/Assets/Mirror/Runtime/NetworkServer.cs +++ b/Assets/Mirror/Runtime/NetworkServer.cs @@ -596,26 +596,6 @@ public static bool AddPlayerForConnection(NetworkConnection conn, GameObject pla return AddPlayerForConnection(conn, player); } - /// Replaces connection's player object. The old object is not destroyed. - // This does NOT change the ready state of the connection, so it can - // safely be used while changing scenes. - public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, bool keepAuthority = false) - { - return InternalReplacePlayerForConnection(conn, player, keepAuthority); - } - - /// Replaces connection's player object. The old object is not destroyed. - // This does NOT change the ready state of the connection, so it can - // safely be used while changing scenes. - public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId, bool keepAuthority = false) - { - if (GetNetworkIdentity(player, out NetworkIdentity identity)) - { - identity.assetId = assetId; - } - return InternalReplacePlayerForConnection(conn, player, keepAuthority); - } - internal static bool InternalReplacePlayerForConnection(NetworkConnection conn, GameObject player, bool keepAuthority) { NetworkIdentity identity = player.GetComponent(); @@ -665,6 +645,26 @@ internal static bool InternalReplacePlayerForConnection(NetworkConnection conn, return true; } + /// Replaces connection's player object. The old object is not destroyed. + // This does NOT change the ready state of the connection, so it can + // safely be used while changing scenes. + public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, bool keepAuthority = false) + { + return InternalReplacePlayerForConnection(conn, player, keepAuthority); + } + + /// Replaces connection's player object. The old object is not destroyed. + // This does NOT change the ready state of the connection, so it can + // safely be used while changing scenes. + public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId, bool keepAuthority = false) + { + if (GetNetworkIdentity(player, out NetworkIdentity identity)) + { + identity.assetId = assetId; + } + return InternalReplacePlayerForConnection(conn, player, keepAuthority); + } + // ready /////////////////////////////////////////////////////////////// /// Flags client connection as ready (=joined world). // When a client has signaled that it is ready, this method tells the