update
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@@ -248,6 +248,15 @@ namespace Hallucinate.UI
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{
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SendLocalMetaData(player);
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}
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// If the server receives a player join event and the scene is already loaded, spawn them immediately
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if (runner.IsServer && UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "Main Scene")
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{
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if (!_spawnedCharacters.ContainsKey(player))
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{
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SpawnPlayer(runner, player);
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}
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}
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}
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private async void SendLocalMetaData(PlayerRef player)
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@@ -409,19 +418,40 @@ namespace Hallucinate.UI
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{
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foreach (var player in runner.ActivePlayers)
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{
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Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);
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var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
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// Give the client State Authority so they can move themselves
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// networkPlayerObject.AssignStateAuthority(player);
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_spawnedCharacters.Add(player, networkPlayerObject);
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if (!_spawnedCharacters.ContainsKey(player))
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{
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SpawnPlayer(runner, player);
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}
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}
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}
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/*if (currentSceneName == "Main Scene")
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{
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UIManager.Instance?.OnGameStarted();
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/
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BNM098TYU78I98IU7Y6T57U8I9I8U7Y6T57U8I7Y6T5Y67U8IU7Y6T57U8IU7Y6E4XDER45ESZXSDCER45EDSXZSDCEFR45TTRFGHJUIYTRW
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}*/
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}
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private void SpawnPlayer(NetworkRunner runner, PlayerRef player)
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{
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Vector3 spawnPosition = (player == runner.LocalPlayer) ? new Vector3(-8, 2, 0) : new Vector3(8, 2, 0);
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var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
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networkPlayerObject.AssignInputAuthority(player);
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_spawnedCharacters[player] = networkPlayerObject;
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}
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private void OnGUI()
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{
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if (_runner != null && _runner.IsRunning)
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{
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GUI.color = Color.green;
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GUI.Label(new Rect(10, 10, 300, 30), $"[Network] Session: {_runner.SessionInfo?.Name}");
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GUI.Label(new Rect(10, 30, 300, 30), $"[Network] Players in Room: {_runner.ActivePlayers.Count()}");
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GUI.Label(new Rect(10, 50, 300, 30), $"[Network] Am I Server?: {_runner.IsServer}");
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}
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}
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public void OnSceneLoadStart(NetworkRunner runner) { }
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}
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