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Question by Hatsor · Jun 23, 2016 at 10:14 AM · unity 5networkinglobby

Unity Lobby, player get disconnected if game has already started.

Unity lobby, player get disconnected if game has already started. But if they join the server before the game has started, they don't get disconected and can play normaly.

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Answer by crazybeek · Jul 06, 2016 at 04:06 PM

@hatsor

In your custom networklobbymanager you can add your own implementation for OnServerConnect() In your case you don't disconnect if the loadedscene != lobbyscene.

     public override void OnServerConnect(NetworkConnection conn)
     {
         if (numPlayers >= maxPlayers)
         {
             conn.Disconnect();
             return;
         }
 
         // cannot join game in progress
         /*string loadedSceneName = SceneManager.GetSceneAt(0).name;
         if (loadedSceneName != lobbyScene)
         {
             conn.Disconnect();
             return;
         }*/
 
         //base.OnServerConnect(conn);
         OnLobbyServerConnect(conn);
     }
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avatar image TropicalBananaFish · May 06, 2018 at 06:16 PM 0
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A$$anonymous$$AZING. Builds with an error but still works. So much better than messing with dll files. $$anonymous$$ey words to help other people looking on google: "Hot-joining". Hot Join. Unity. In-progress. Join. Server. Lobby.

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