non-vr lobby, version fix
This commit is contained in:
2706
Assets/Multiplayer/CharMenu.prefab
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2706
Assets/Multiplayer/CharMenu.prefab
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7
Assets/Multiplayer/CharMenu.prefab.meta
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7
Assets/Multiplayer/CharMenu.prefab.meta
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91
Assets/Multiplayer/InputActionManagerPun.cs
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91
Assets/Multiplayer/InputActionManagerPun.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine.InputSystem;
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using Photon.Pun;
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namespace UnityEngine.XR.Interaction.Toolkit.Inputs
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{
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/// <summary>
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/// Use this class to automatically enable or disable all the inputs of type <see cref="InputAction"/>
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/// in a list of assets of type <see cref="InputActionAsset"/>.
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/// </summary>
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/// <remarks>
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/// Actions are initially disabled, meaning they do not listen/react to input yet. This class
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/// is used to mass enable actions so that they actively listen for input and run callbacks.
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/// </remarks>
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/// <seealso cref="InputAction"/>
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public class InputActionManager : MonoBehaviourPunCallbacks
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{
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[SerializeField]
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[Tooltip("Input action assets to affect when inputs are enabled or disabled.")]
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List<InputActionAsset> m_ActionAssets;
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/// <summary>
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/// Input action assets to affect when inputs are enabled or disabled.
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/// </summary>
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public List<InputActionAsset> actionAssets
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{
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get => m_ActionAssets;
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set => m_ActionAssets = value ?? throw new ArgumentNullException(nameof(value));
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}
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protected void OnEnable()
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{
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if(photonView.IsMine) EnableInput();
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}
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protected void OnDisable()
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{
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if (photonView.IsMine) DisableInput();
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}
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/// <summary>
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/// Enable all actions referenced by this component.
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/// </summary>
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/// <remarks>
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/// This function will automatically be called when this <see cref="InputActionManager"/> component is enabled.
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/// However, this method can be called to enable input manually, such as after disabling it with <see cref="DisableInput"/>.
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/// <br />
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/// Note that enabling inputs will only enable the action maps contained within the referenced
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/// action map assets (see <see cref="actionAssets"/>).
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/// </remarks>
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/// <seealso cref="DisableInput"/>
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public void EnableInput()
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{
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if (m_ActionAssets == null)
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return;
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foreach (var actionAsset in m_ActionAssets)
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{
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if (actionAsset != null)
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{
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actionAsset.Enable();
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}
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}
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}
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/// <summary>
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/// Disable all actions referenced by this component.
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/// </summary>
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/// <remarks>
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/// This function will automatically be called when this <see cref="InputActionManager"/> component is disabled.
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/// However, this method can be called to disable input manually, such as after enabling it with <see cref="EnableInput"/>.
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/// <br />
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/// Note that disabling inputs will only disable the action maps contained within the referenced
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/// action map assets (see <see cref="actionAssets"/>).
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/// </remarks>
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/// <seealso cref="EnableInput"/>
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public void DisableInput()
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{
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if (m_ActionAssets == null)
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return;
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foreach (var actionAsset in m_ActionAssets)
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{
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if (actionAsset != null)
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{
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actionAsset.Disable();
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}
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}
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}
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}
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}
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11
Assets/Multiplayer/InputActionManagerPun.cs.meta
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11
Assets/Multiplayer/InputActionManagerPun.cs.meta
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372
Assets/Multiplayer/Mannequin.prefab
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372
Assets/Multiplayer/Mannequin.prefab
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@@ -0,0 +1,372 @@
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7
Assets/Multiplayer/Mannequin.prefab.meta
Normal file
7
Assets/Multiplayer/Mannequin.prefab.meta
Normal file
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1347
Assets/Multiplayer/MenuRig.prefab
Normal file
1347
Assets/Multiplayer/MenuRig.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Multiplayer/MenuRig.prefab.meta
Normal file
7
Assets/Multiplayer/MenuRig.prefab.meta
Normal file
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53
Assets/Multiplayer/NetworkManager.cs
Normal file
53
Assets/Multiplayer/NetworkManager.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Photon.Pun;
|
||||
using Photon.Realtime;
|
||||
//The following script is made following this tutorial: https://www.youtube.com/watch?v=KHWuTBmT1oI
|
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|
||||
public class NetworkManager : MonoBehaviourPunCallbacks
|
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{
|
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// Start is called before the first frame update
|
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void Start()
|
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{
|
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ConnectToServer();
|
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}
|
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// Update is called once per frame
|
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void Update()
|
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{
|
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|
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}
|
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void ConnectToServer()
|
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{
|
||||
PhotonNetwork.ConnectUsingSettings();
|
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Debug.Log("Connecting...");
|
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}
|
||||
|
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public override void OnConnectedToMaster()
|
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{
|
||||
Debug.Log("Connected");
|
||||
base.OnConnectedToMaster();
|
||||
RoomOptions roomOptions = new RoomOptions();
|
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roomOptions.MaxPlayers = 16;
|
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roomOptions.IsVisible = true;
|
||||
roomOptions.IsOpen = true;
|
||||
|
||||
PhotonNetwork.JoinOrCreateRoom("Room 1", roomOptions, TypedLobby.Default);
|
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}
|
||||
|
||||
|
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public override void OnJoinedRoom()
|
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{
|
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Debug.Log("Room joined");
|
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base.OnJoinedRoom();
|
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}
|
||||
|
||||
|
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public override void OnPlayerEnteredRoom(Player newPlayer)
|
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{
|
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Debug.Log("Player joined");
|
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base.OnPlayerEnteredRoom(newPlayer);
|
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}
|
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}
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11
Assets/Multiplayer/NetworkManager.cs.meta
Normal file
11
Assets/Multiplayer/NetworkManager.cs.meta
Normal file
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28
Assets/Multiplayer/NetworkPlayerSpawner.cs
Normal file
28
Assets/Multiplayer/NetworkPlayerSpawner.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Photon.Pun;
|
||||
using Photon.Realtime;
|
||||
using TMPro;
|
||||
//The following script is made following this tutorial: https://www.youtube.com/watch?v=KHWuTBmT1oI
|
||||
|
||||
public class NetworkPlayerSpawner : MonoBehaviourPunCallbacks
|
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{
|
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|
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public GameObject spawnedPlayer;
|
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|
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public override void OnJoinedRoom()
|
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{
|
||||
base.OnJoinedRoom();
|
||||
GameObject player = PhotonNetwork.Instantiate("Player_VRFree_Network", transform.position, transform.rotation);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override void OnLeftRoom()
|
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{
|
||||
base.OnLeftRoom();
|
||||
PhotonNetwork.Destroy(spawnedPlayer);
|
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}
|
||||
|
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}
|
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11
Assets/Multiplayer/NetworkPlayerSpawner.cs.meta
Normal file
11
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37
Assets/Multiplayer/NetworkPlayerSpawnerVR.cs
Normal file
37
Assets/Multiplayer/NetworkPlayerSpawnerVR.cs
Normal file
@@ -0,0 +1,37 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
using Photon.Pun;
|
||||
using Photon.Realtime;
|
||||
//The following script is made following this tutorial: https://www.youtube.com/watch?v=KHWuTBmT1oI
|
||||
|
||||
public class NetworkPlayerSpawnerVR : MonoBehaviourPunCallbacks
|
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{
|
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|
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public GameObject spawnedPlayer;
|
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public List<GameObject> spawnedPlayers = new List<GameObject>();
|
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public TeleportationProvider teleportationProvider;
|
||||
public override void OnJoinedRoom()
|
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{
|
||||
base.OnJoinedRoom();
|
||||
GameObject player = PhotonNetwork.Instantiate("XR Rig_Network", transform.position, transform.rotation);
|
||||
if (CharacterInfo.Instance.GetName() == "") player.name = player.GetPhotonView().ViewID.ToString();
|
||||
else player.name = CharacterInfo.Instance.GetName();
|
||||
spawnedPlayers.Add(player);
|
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|
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if (player.GetPhotonView().IsMine)
|
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{
|
||||
teleportationProvider.system = player.GetComponent<LocomotionSystem>();
|
||||
}
|
||||
|
||||
}
|
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|
||||
public override void OnLeftRoom()
|
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{
|
||||
base.OnLeftRoom();
|
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PhotonNetwork.Destroy(spawnedPlayer);
|
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|
||||
}
|
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|
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}
|
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11
Assets/Multiplayer/NetworkPlayerSpawnerVR.cs.meta
Normal file
11
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Normal file
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23
Assets/Multiplayer/VRNetworkController.cs
Normal file
23
Assets/Multiplayer/VRNetworkController.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Photon.Pun;
|
||||
using Photon.Realtime;
|
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|
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public class VRNetworkController : MonoBehaviourPunCallbacks
|
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{
|
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|
||||
private void Awake()
|
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{
|
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print("TEST");
|
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if (!photonView.IsMine)
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{
|
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gameObject.SetActive(false);
|
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}
|
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else
|
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{
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gameObject.SetActive(true);
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}
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}
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}
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11
Assets/Multiplayer/VRNetworkController.cs.meta
Normal file
11
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Normal file
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1344
Assets/Multiplayer/XR Rig.prefab
Normal file
1344
Assets/Multiplayer/XR Rig.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Multiplayer/XR Rig.prefab.meta
Normal file
7
Assets/Multiplayer/XR Rig.prefab.meta
Normal file
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Reference in New Issue
Block a user