CodeSmile
CodeSmile
@BenHamrick Where is the `RPCNetworkInterface` type defined? I tried to add this change but cannot find such a class in the entire codebase, not even in your fork, and not...
I just want to replicate the related NetworkManager code (w/o the notify/messages): ``` /// /// Determines if the NetworkManager's GameObject is parented under another GameObject and /// notifies the user...
For rationale: I have parent called "Network Objects" (and several other grouping objects like it) in the scene for honing in on what you intend to modify. Generally I prefer...
> I might rename "Network Objects" to something like "Netcode Objects" I will do so the moment it's called `NetcodeManager`. :)
I got this issue again after exiting playmode. I was testing quick successive Start/Shutdown of the server. The flow is like this: StartServer() => OnServerStarted => Shutdown() => Coroutine yields...
Thanks for the clarifications! I did move the code to Start() in this case. Also I made the coroutine check for every flag that may be involved as I noticed...
> If your component is attached to the same GameObject that the NetworkManager is attached to, then you could hook up the NetworkManager events in Awake after getting the NetworkManager...