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fix: Use path instead of name in Room Example
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2a2f76c263
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@ -25,7 +25,7 @@ public override void OnRoomStopClient()
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{
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{
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// Demonstrates how to get the Network Manager out of DontDestroyOnLoad when
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// Demonstrates how to get the Network Manager out of DontDestroyOnLoad when
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// going to the offline scene to avoid collision with the one that lives there.
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// going to the offline scene to avoid collision with the one that lives there.
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if (gameObject.scene.name == "DontDestroyOnLoad" && !string.IsNullOrEmpty(offlineScene) && SceneManager.GetActiveScene().name != offlineScene)
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if (gameObject.scene.name == "DontDestroyOnLoad" && !string.IsNullOrEmpty(offlineScene) && SceneManager.GetActiveScene().path != offlineScene)
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SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
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SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
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base.OnRoomStopClient();
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base.OnRoomStopClient();
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@ -35,7 +35,7 @@ public override void OnRoomStopServer()
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{
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{
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// Demonstrates how to get the Network Manager out of DontDestroyOnLoad when
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// Demonstrates how to get the Network Manager out of DontDestroyOnLoad when
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// going to the offline scene to avoid collision with the one that lives there.
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// going to the offline scene to avoid collision with the one that lives there.
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if (gameObject.scene.name == "DontDestroyOnLoad" && !string.IsNullOrEmpty(offlineScene) && SceneManager.GetActiveScene().name != offlineScene)
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if (gameObject.scene.name == "DontDestroyOnLoad" && !string.IsNullOrEmpty(offlineScene) && SceneManager.GetActiveScene().path != offlineScene)
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SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
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SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
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base.OnRoomStopServer();
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base.OnRoomStopServer();
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