SpawnPointer Class
Sets Multiplayer's spawn points on enabled, scene is loaded with Multiplayer.LoadScene, or SetAsSpawnPoint is called.
Namespace: AlterunaComponentsAssembly: Alteruna.Multiplayer.UnityFiles (in Alteruna.Multiplayer.UnityFiles.dll) Version: 1.0.0+c5328b35489e83c42e288435f5acf6115fd519e0
public sealed class SpawnPointer : SpawnPointer
- Inheritance
- Object Object Component Behaviour MonoBehaviour CommunicationBridge SpawnPointer SpawnPointer
CommunicationBridge provides an easy way to get a reference of your
MultiplayerManager and provides your class with methods used for possession. Unlike
CommunicationBridgeUID, this component does not have a unique identifier (UID).
public class MyCommunicationBridge : CommunicationBridge
{
private bool _isPossessed;
private bool _isPossessor;
private Avatar _avatar;
// The Possessed method is called after awake and before start when the avatar is initialized.
// When the user who possesses the object is the local player, isMe is true.
public override void Possessed(bool isMe, User user)
{
// Since this method is called from a remote event, we know that the game object is possessed.
_isPossessed = true;
_isPossessor = isMe;
// Inside CommunicationBridge, we can access the MultiplayerManager component through the Multiplayer property.
// We can use it to get the avatar the given user possesses.
_avatar = Multiplayer.GetAvatar(user.Index);
}
// When the player is removed from the game or the avatar is repossessed, we can manage it using
// the Unpossessed method.
public override void Unpossessed()
{
_isPossessed = false;
_isPossessor = false;
_avatar = null;
}
}