Made a small change to PlayerSpawner in how the spawn position is calculated.

This commit is contained in:
Karrar
2025-03-01 01:44:32 +03:00
parent 79fcfc17ff
commit c5ebb22afd
8 changed files with 3 additions and 3 deletions

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@@ -12,7 +12,7 @@ namespace Netick.Samples.FPS
// This is called on the server when a player has connected. // This is called on the server when a player has connected.
public override void OnPlayerConnected(NetworkSandbox sandbox, NetworkPlayer networkPlayer) public override void OnPlayerConnected(NetworkSandbox sandbox, NetworkPlayer networkPlayer)
{ {
var spawnPos = SpawnPos.position + Vector3.left * (1 + sandbox.ConnectedPlayers.Count); var spawnPos = SpawnPos.position + (Vector3.left * sandbox.ConnectedPlayers.Count);
var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, Quaternion.identity, networkPlayer).GetComponent<FPSController>(); var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, Quaternion.identity, networkPlayer).GetComponent<FPSController>();
networkPlayer.PlayerObject = player.gameObject; networkPlayer.PlayerObject = player.gameObject;
} }

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@@ -22,7 +22,7 @@ namespace Netick.Samples
{ {
var spawnPos = SpawnPosition.position; var spawnPos = SpawnPosition.position;
if (StaggerSpawns) if (StaggerSpawns)
spawnPos += (HorizontalOffset * Vector3.left) * (1 + sandbox.ConnectedPlayers.Count); spawnPos += (HorizontalOffset * Vector3.left) * (sandbox.ConnectedPlayers.Count - 1);
var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, client); var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, SpawnPosition.rotation, client);
client.PlayerObject = player; client.PlayerObject = player;
} }

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@@ -1,6 +1,6 @@
{ {
"name": "com.karrar.netick", "name": "com.karrar.netick",
"version": "0.13.20", "version": "0.13.21",
"displayName": "Netick", "displayName": "Netick",
"description": "A networking solution for Unity", "description": "A networking solution for Unity",
"unity": "2021.3", "unity": "2021.3",