* Moved doc files to docfx folder * load csproj * doc generation * Run docfx * Add docfx * Deploy docs to mirror-networking.com * use deploy phase * deploy whole generated site * Fixed the semantic release command * Is last \ required? * show debug log * using lftp for site deploy * Testing lftp * Show current folder * try -e command option * Show me the files * use plain ftp * use choco install instead of cinst * fix ssl certificate validation * fix username * Upload site to xmldocs folder * no need to archive docs * No need for debug output * Fix file permissions * show me .htaccess * Show me contents * Wipe out folder to fix permissions * Set file permissions * Fix file permissions * complete toc list * Migrated intro page * Remove old docs * Update link to docs * Add link to github * Only update docs for stuff in master * This is a powershell command * Update doc/articles/Concepts/Communications/RemoteActions.md * Update doc/articles/Concepts/VisibilityCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Classes/SyncVars.md * No need to run semver twice
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NetworkLobbyPlayer
The Network Lobby Player stores per-player state for the Network Lobby Manager while in the lobby. When using this component, you need to write a script which allows players to indicate they are ready to begin playing, which sets the ReadyToBegin property.
A game object with a Network Lobby Player component must also have a Network Identity component. When you create a Network Lobby Player component on a game object, Unity also creates a Network Identity component on that game object if it does not already have one.
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Show Lobby GUI
Enable this to show the developer GUI for players in the lobby. This UI is only intended to be used for ease of development. This is enabled by default. -
Ready To Begin
Enable this to have lobby players automatically be set to Ready. -
Index
Sequential index of the player, e.g. Player 1, Player 2, etc. -
Network Sync Interval
The rate at which information is sent from the Network Lobby Player to the server.
Methods
Client Virtual Methods
public virtual void OnClientEnterLobby() {}
public virtual void OnClientExitLobby() {}
public virtual void OnClientReady(bool readyState) {}