/* * This file is part of the Unity networking tutorial by M2H (http://www.M2H.nl) * The original author of this code Mike Hergaarden, even though some small parts * are copied from the Unity tutorials/manuals. * Feel free to use this code for your own projects, drop me a line if you made something exciting! */ #pragma strict public var playerPrefab : Transform; function OnServerInitialized(){ Spawnplayer(); } function OnConnectedToServer(){ Spawnplayer(); } function Spawnplayer(){ var myNewTrans : Transform = Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0); } function OnPlayerDisconnected(player: NetworkPlayer) { Debug.Log("Clean up after player " + player); Network.RemoveRPCs(player); Network.DestroyPlayerObjects(player); } function OnDisconnectedFromServer(info : NetworkDisconnection) { Debug.Log("Clean up a bit after server quit"); Network.RemoveRPCs(Network.player); Network.DestroyPlayerObjects(Network.player); /* * Note that we only remove our own objects, but we cannot remove the other players * objects since we don't know what they are; we didn't keep track of them. * In a game you would usually reload the level or load the main menu level anyway ;). * * In fact, we could use "Application.LoadLevel(Application.loadedLevel);" here instead to reset the scene. */ Application.LoadLevel(Application.loadedLevel); }