Comments (5)
I'm avoiding some of this by sending room access token in connection approval, but I still have references to IsClientConnected
from com.unity.netcode.gameobjects.
I don't understand. You want an indication of when a client has got approved by connection approval?
from com.unity.netcode.gameobjects.
Just a method like original HLAPI method, or something equivalent to check.
from com.unity.netcode.gameobjects.
Ok
from com.unity.netcode.gameobjects.
TwoTenPvP@c7dd950
A action OnConnected and a bool saying if it's connected.
from com.unity.netcode.gameobjects.
Related Issues (20)
- [Rpc(] HOT 1
- [Rpc(SendTo.NotMe)] sends messages for everyone instead of everyone-1 HOT 2
- [Netcode] A ConnectionRequestMessage was received from the server on the client side
- NetworkTransform half precision desync HOT 2
- World coordinate NetworkTransform.Teleport that internally handles InLocalSpace HOT 1
- re-parenting done during scene load doesn't sync to clients HOT 5
- Server shutdown when receiving a disconnection message from an already disconnected client HOT 1
- Bug with IsOwner state, while spawning object in OnNetworkSpawn HOT 2
- A Native Collection has not been disposed, resulting in a memory leak HOT 3
- MIT to UCL License change? HOT 2
- MPPM: allow scripts to determine if we're running as a virtual player
- Addressables (and Custom) Scene Loading
- OnNetworkSpawn race condition in NetworkTransform for Teleport method HOT 4
- OnNetworkSpawn race condition in NetworkTransform for CanCommitToTransform HOT 6
- KeyNotFoundException Unity.Netcode.ConnectionRequestMessage HOT 1
- NullReferenceException during client Shutdown
- How to implement replicas in MMO? That is, some players enter another scene without affecting other players
- Network config never the same with parallel sync HOT 2
- AutoObjectParentSync for in-scene GameObjects sets wrong parents after stopping and restarting host HOT 3
- AnticipatedNetworkTransform 🫣 and RigidBody HOT 3
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from com.unity.netcode.gameobjects.