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https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 01:49:05 -07:00
Made a small change to PlayerSpawner in how the spawn position is calculated.
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@@ -12,7 +12,7 @@ namespace Netick.Samples.FPS
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// This is called on the server when a player has connected.
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public override void OnPlayerConnected(NetworkSandbox sandbox, NetworkPlayer networkPlayer)
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{
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var spawnPos = SpawnPos.position + Vector3.left * (1 + sandbox.ConnectedPlayers.Count);
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var spawnPos = SpawnPos.position + (Vector3.left * sandbox.ConnectedPlayers.Count);
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var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, Quaternion.identity, networkPlayer).GetComponent<FPSController>();
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networkPlayer.PlayerObject = player.gameObject;
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}
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@@ -22,7 +22,7 @@ namespace Netick.Samples
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{
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var spawnPos = SpawnPosition.position;
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if (StaggerSpawns)
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spawnPos += (HorizontalOffset * Vector3.left) * (1 + sandbox.ConnectedPlayers.Count);
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spawnPos += (HorizontalOffset * Vector3.left) * (sandbox.ConnectedPlayers.Count - 1);
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var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, client);
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client.PlayerObject = player;
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}
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@@ -1,6 +1,6 @@
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{
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"name": "com.karrar.netick",
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"version": "0.13.20",
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"version": "0.13.21",
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"displayName": "Netick",
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"description": "A networking solution for Unity",
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"unity": "2021.3",
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