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NetworkServer.AddPlayerForConnection

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public static method AddPlayerForConnection(conn: Networking.NetworkConnection, player: GameObject, playerControllerId: short): bool;
public static bool AddPlayerForConnection(Networking.NetworkConnection conn, GameObject player, short playerControllerId);

Parameters

connConnection which is adding the player.
playerPlayer object spawned for the player.
playerControllerIdThe player controller ID number as specified by client.

Returns

bool True if player was added.

Description

When an AddPlayer message handler has received a request from a player, the server calls this to associate the player object with the connection.

When a player is added for a connection, the client for that connection is made ready automatically. The player object is automatically spawned, so you do not need to call NetworkServer.Spawn for that object. This function is used for "adding" a player, not for "replacing" the player on a connection. If there is already a player on this playerControllerId for this connection, this will fail.

#pragma strict
class MyServer extends MonoBehaviour {
    public var playerPrefab: GameObject;
    function Start() {
        NetworkServer.RegisterHandler(MsgType.AddPlayer, OnAddPlayerMessage);
    }
    function OnAddPlayerMessage(netMsg: NetworkMessage) {
        var thePlayer: GameObject = GameObjectInstantiate(playerPrefab, Vector3.zero, Quaternion.identity);
        // This spawns the new player on all clients
        NetworkServer.AddPlayerForConnection(conn, thePlayer, 0);
    }
}
using UnityEngine;
using UnityEngine.Networking;

class MyServer : MonoBehaviour { public GameObject playerPrefab;

void Start() { NetworkServer.RegisterHandler(MsgType.AddPlayer, OnAddPlayerMessage); }

void OnAddPlayerMessage(NetworkMessage netMsg) { GameObject thePlayer = (GameObject)Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);

// This spawns the new player on all clients NetworkServer.AddPlayerForConnection(conn, thePlayer, 0); } }
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