- Home /
Unity Networking and UI
I am currently delving into the new Networking functionality in Unity 5.x and I ran into a small problem.
I have a simple script on my Network Manager object similar to the Network Manager HUD, but using the new UI system, with two buttons to host or join a game. I have a Menu scene and a Game scene, both setup in the respective slots of my Network Manager.
The buttons work as expected, when I start the game, but when I am returned to the offline scene, after the hosts shuts down, the connection between the buttons and the script is broken.
Any idea how to fix this?
Edit: Putting my script on a different object and getting the NetworkManager component via 'FindObjectOfType()' fixes the connection with the buttons, but breaks something else.
Answer by Piflik · Jul 13, 2015 at 12:11 PM
I hacked together a solution, that I don't particular like, but it works. If someone has a better solution, I'd still be glad to hear it.
I added this script to the canvas, to create the button connection on runtime.
     ConnectionManager _conMan;
     [SerializeField]
     Button _joinButton;
 
     [SerializeField]
     Button _hostButton;
 
     void Start () {
         _conMan = GameObject.Find("NetMan").GetComponent<ConnectionManager>();
 
         _joinButton.onClick.AddListener(() => _conMan.JoinGame());
         _hostButton.onClick.AddListener(() => _conMan.HostGame());
     }
Hi can you post how the JoinGame and HostGame looks like? I'm searching and trying to find wich is the best method to launch a client from custom HUD and different scenes, thanks in advance.
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                