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After 10 Seconds Player Spawning in Multiplayer
I was using Unity's built-in multiplayer system for creating a multiplayer game and I have completed my whole game work. At present in my multiplayer game, my both players get spawned as the game get started but I want to spawn them after 10 seconds waiting. Because I want to provide this kind of functionality in a game so I want to give some time to players. 
For this reason, I have googled on multiple things and found this link: Custom Player Spawning This way I can update the player and then attach with the network connection.
- But here there was no way exist to give 10 seconds waiting and 
- within NetworkManager it didn't get called automatically. 
what do I require to do for these?
Here is my code:
 public class DodgelsNetworkManager : NetworkManager
 {
     //
     const short MESSAGE_ID = 1002;
 
     public override void OnClientConnect (NetworkConnection connection)
     {
         base.OnClientConnect (connection);
 
         GameHUDController.Instance.UpdateDebugMesssage ("\nOnClientConnect");
 
         Camera.main.SendMessage (GameConstants.ACTIVATE_NETWORK_WAITING_PANEL, true, SendMessageOptions.DontRequireReceiver);
         LayerScroller.stopScrolling = true;
 
         // client joined the host
         if (connection.connectionId > 0) {
 
             StartCoroutine (AfterDelayHideWaitingDialog ());
 
 //            var msg = new EmptyMessage ();
 //            NetworkManager.singleton.client.Send (MESSAGE_ID, msg);
         }
 //        Camera.main.SendMessage (GameConstants.ACTIVATE_NETWORK_WAITING_PANEL, false, SendMessageOptions.DontRequireReceiver);
     }
 
     IEnumerator AfterDelayHideWaitingDialog ()
     {
         GameObject networkPlayerObj = null;
         while (networkPlayerObj == null) {
             yield return new WaitForSeconds (0.1f);
             networkPlayerObj = GameObject.FindGameObjectWithTag (GameConstants.TAG_HUMAN_PLAYER);
         }
 
         networkPlayerObj.GetComponent<NetworkPlayerController> ().HidePlayerWaitingDialog ();
     }
 
     public override void OnServerAddPlayer (NetworkConnection conn, short playerControllerId)
     {
         Debug.Log ("-------------OnServerAddPlayer");
         GameObject player = Instantiate (playerPrefab, startPositions [conn.connectionId].position, Quaternion.identity);
         NetworkServer.AddPlayerForConnection (conn, player, playerControllerId);
     }
 
 }
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