26 lines
630 B
C#
26 lines
630 B
C#
using Mirror;
|
|
using UnityEngine;
|
|
|
|
public class ChatNetworkManager : NetworkManager
|
|
{
|
|
[SerializeField] private GameObject chatPrefab;
|
|
|
|
public override void OnClientConnect()
|
|
{
|
|
base.OnClientConnect();
|
|
// no client-side Instantiate here when using server-spawned approach
|
|
}
|
|
|
|
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
|
|
{
|
|
// keep default player spawn
|
|
base.OnServerAddPlayer(conn);
|
|
|
|
if (chatPrefab != null)
|
|
{
|
|
var chatInstance = Instantiate(chatPrefab);
|
|
NetworkServer.Spawn(chatInstance, conn);
|
|
}
|
|
}
|
|
}
|