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Question by StuGuy · Sep 22, 2021 at 06:02 AM · networkingmultiplayerclient-servernew-feature

Using MLAPI, how do you get the client id. 2020.2

 using System.Collections.Generic;
 using MLAPI;
 using UnityEngine;
 using UnityEngine.Networking;
 using UnityEngine.Networking.Match;


  void OnGUI()
         {
             GUILayout.BeginArea(new Rect(10, 10, 300, 300));
             var mode = NetworkManager.Singleton.IsHost ? "Host" : NetworkManager.Singleton.IsServer ? "Server" : "Client";
             GUILayout.Label("Mode: " + mode);
             GUILayout.Label("ulong: " + ulongId);
             GUILayout.Label("ClientList: " + NetworkManager.Singleton.ConnectedClientsList.Count);
             GUILayout.Label("Clients: " + NetworkManager.Singleton.ConnectedClients.Count);
             GUILayout.Label("LocalClientId: " + Singleton.LocalClientId);
             GUILayout.Label("ConnectedHostname: " + Singleton.ConnectedHostname);
             GUILayout.Label("GetInstanceID: " + GetInstanceID());
             GUILayout.Label("ConnectionData: " + Singleton.NetworkConfig.ConnectionData);
            
     
             GUILayout.EndArea();
         }

How do I get the incoming connection's id so I can make them client or host and spawn an object for them. The label's were my attempt at getting the Connection ID.

I've found these snippets

public event Action OnClientConnectedCallback (Doesn't work)

GetInstanceID - Gets object id not ulong connection

public void OnPlayerConnected (NetworkPlayer newPlayer) (Obsolete Old)

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