Question by
genericname24 · Aug 31, 2017 at 07:10 PM ·
c#networkingmultiplayerserverdisconnect
How do you correctly remove a player that has disconnected from a game when using "OnServerDisconnect" ?
This is my current code for when a user disconnects(i am aware its a bit ugly at the moment) it is class that inherits from NetworkManager.However i am getting a message in the console that warns "Player not destroyed when connection disconnected". The client object seems to be destroyed on the host but i do get this warning.
public override void OnServerDisconnect(NetworkConnection conn)
{
for (int i =0;i<3;i++)
{
if (humanPlayers [i].GetComponent<NetworkIdentity>().connectionToClient.connectionId+1 == conn.connectionId) {
Destroy (humanPlayers [i].gameObject);
}
}
I have see this code online for disconnecting a player but using OnserverDisconnect Conn i dont have a NetworkPlayer to pass to the methods
Network.RemoveRPCs(player);
Network.DestroyPlayerObjects(player);
Comment
Your answer
Follow this Question
Related Questions
Unet - Where/How to start implementing Host Migration? 1 Answer
Photon & Unity Question 0 Answers
UNITY PROBLEM 2 Answers
API for multiplayer game with authoritative server? 1 Answer