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m_InternalErrorLog.Append($"[AllPlayerObjectClonesSpawned][Server-Side] Joining Client-{joinedClient.LocalClientId} was not populated in the {nameof(NetworkSpawnManager.PlayerObjects)} list!");
m_InternalErrorLog.Append($"[AllPlayerObjectClonesSpawned][Server-Side] Joining Client-{joinedClient.LocalClientId} was not populated in the {nameof(NetworkSpawnManager.PlayerObjects)} list!");
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returnfalse;
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}
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// Go ahead and create an entry for this new client
m_InternalErrorLog.Append($"[AllPlayerObjectClonesSpawned][Client-{clientNetworkManager.LocalClientId}] Client-{joinedClient.LocalClientId} was not populated in the {nameof(NetworkSpawnManager.PlayerObjects)} list!");
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returnfalse;
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}
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else
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// Go ahead and create an entry for this new client
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{networkManager.LocalClientId}'s player object!\n{m_InternalErrorLog}");
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{m_ServerNetworkManager.LocalClientId}'s player object!\n{m_InternalErrorLog}");
/// <param name="targetFrameRate">The targetFrameRate of the Unity engine to use while the multi instance helper is running. Will be reset on shutdown.</param>
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/// <param name="serverFirst">This determines if the server or clients will be instantiated first (defaults to server first)</param>
/// <param name="useCmbService">If true, the server transport will use a mock transport, and the clients will be created with a connection to a locally hosted da service</param>
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