using Mirror; using UnityEngine; using UnityEngine.InputSystem; public class RtsNetworkManager : NetworkManager { [SerializeField] private GameObject _unitSpawnerPrefab; public override void OnServerAddPlayer(NetworkConnectionToClient conn) { base.OnServerAddPlayer(conn); NetworkPlayer player = conn.identity.GetComponent(); player.SetDisplayName($"Player {numPlayers.ToString()}"); player.SetPlayerColor(ColorManipulation.GetRandomColor()); Transform playerStartPosition = conn.identity.transform; GameObject unitSpawner = Instantiate( _unitSpawnerPrefab, playerStartPosition.position, playerStartPosition.rotation); NetworkServer.Spawn(unitSpawner, conn); } }