using FishNet.Component.Spawning; using System.Collections; using System.Collections.Generic; using UnityEngine; public class CustomNetworkManager : MonoBehaviour { public static CustomNetworkManager instance = null; public PlayerSpawner playerSpawner; void Awake() { if (!instance) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); } private void Start() { if (playerSpawner.Spawns.Length == 0) { Debug.LogWarning("Player spawns undefined. Assign a player spawn to PlayerSpawner!"); } else { bool hasSpawn = false; foreach (Transform spawn in playerSpawner.Spawns) { hasSpawn |= spawn != null; } if (!hasSpawn) { Debug.LogWarning("Player spawns undefined. Assign a player spawn to PlayerSpawner!"); } } } }