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docs(connection-approval.md): added some extra info about prefab hashes
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docs/_docs/getting-started/connection-approval.md

Lines changed: 3 additions & 1 deletion
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@@ -19,7 +19,9 @@ private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.Networki
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bool approve = true;
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bool createPlayerObject = true;
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ulong? prefabHash = SpawnManager.GetPrefabHashFromGenerator("MyPrefabHashGenerator"); // The prefab hash. Use null to use the default player prefab
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// The prefab hash. Use null to use the default player prefab
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// If using this hash, replace "MyPrefabHashGenerator" with the name of a prefab added to the NetworkedPrefabs field of your NetworkingManager object in the scene
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ulong? prefabHash = SpawnManager.GetPrefabHashFromGenerator("MyPrefabHashGenerator");
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//If approve is true, the connection gets added. If it's false. The client gets disconnected
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callback(createPlayerObject, prefabHash, approve, positionToSpawnAt, rotationToSpawnWith);

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