【发布时间】:2021-10-22 13:25:45
【问题描述】:
试图让第二个加入服务器的玩家收到不同的预制件。 这就是我认为可以完成这项工作的方法:
public class CustomNetwork : NetworkManager
{
public Transform player1Position;
public Transform player2Position;
public GameObject player1Prefab;
public GameObject player2Prefab;
public override void OnServerAddPlayer(NetworkConnection conn)
{
if (numPlayers == 0)
{
Transform start1 = player1Position;
GameObject player1 = Instantiate(player1Prefab, start1.position, start1.rotation);
NetworkServer.AddPlayerForConnection(conn, player1);
}
else
{
Transform start2 = player2Position;
GameObject player2 = Instantiate(player2Prefab, start2.position, start2.rotation);
NetworkServer.AddPlayerForConnection(conn, player2);
}
}
}
但结果我可以在主机客户端看到 2 个不同的玩家(并且可以移动玩家 1),但在连接的客户端上我看到 0 个玩家,不是我的,也不是主机。
【问题讨论】:
标签: unity3d networking mirror