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Question by teamheartcode · May 31 at 08:51 PM · networking

Netcode NetworkBehaviour IsServer/IsClient/IsHost

I've set up a new project and added the "com.unity.netcode.gameobjects" (v 1.0.0-pre.9).

Just adding a NetworkManager w/ corresponding script component and a GameObject "NetvarsManager" with a script attached:

 using Unity.Netcode;
 using UnityEngine;
 
 public class NetvarsManager : NetworkBehaviour
 {
 
     void Start()
     {
         NetworkManager.Singleton.OnServerStarted += OnServerStarted;
         NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
     }
 
     void OnServerStarted()
     {
         Debug.Log("OnServerStarted");
         Debug.Log("IsServer: " + IsServer);
         Debug.Log("IsClient: " + IsClient);
         Debug.Log("IsHost: " + IsHost);
     }
 
     void OnClientConnected(ulong id)
     {
         Debug.Log($"Client connected (id {id})");
         Debug.Log("IsServer: " + IsServer);
         Debug.Log("IsClient: " + IsClient);
         Debug.Log("IsHost: " + IsHost);
     }
 }
 

When starting the Player and Clicking "Start Host" in the properties of the running NetworkManager instance, the following gets logged:

alt text

I don't understand why the "OnClientConnected" callback states "false" for all three of IsServer/IsClient/IsHost. Shouldn't it be true, just like in the "OnServerStarted" callback?

log.png (17.1 kB)
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