Assign and sync player name and color on connect
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@ -115,6 +115,7 @@ GameObject:
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m_Component:
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- component: {fileID: 6498975337014063786}
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- component: {fileID: 1756213952929103018}
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m_Layer: 0
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m_Name: Player
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m_TagString: Untagged
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@ -155,3 +156,18 @@ MonoBehaviour:
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serverOnly: 0
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visible: 0
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hasSpawned: 0
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--- !u!114 &1756213952929103018
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syncDirection: 0
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syncInterval: 0
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@ -3,15 +3,12 @@ using UnityEngine;
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public class MyNetworkManager : NetworkManager
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{
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public override void OnClientConnect()
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{
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base.OnClientConnect();
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Debug.LogError("Client connected to the server!");
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}
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public override void OnServerAddPlayer(NetworkConnectionToClient conn)
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{
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base.OnServerAddPlayer(conn);
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Debug.LogError($"Player connected! total connected players: {numPlayers.ToString()}");
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MyNetworkPlayer player = conn.identity.GetComponent<MyNetworkPlayer>();
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player.SetDisplayName($"Player {numPlayers.ToString()}");
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player.SetPlayerColor(new(Random.value, Random.value , Random.value ));
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}
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}
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@ -0,0 +1,18 @@
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using Mirror;
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using UnityEngine;
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public class MyNetworkPlayer : NetworkBehaviour
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{
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[SyncVar] [SerializeField] private string _displayName = "Missing Name";
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[SyncVar] [SerializeField] private Color _playerColor = Color.black;
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public void SetDisplayName(string newDisplayName)
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{
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_displayName = newDisplayName;
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}
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public void SetPlayerColor(Color newPlayerColor)
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{
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_playerColor = newPlayerColor;
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}
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}
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@ -0,0 +1,11 @@
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