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@haydenjameslee
Last active August 4, 2018 14:31
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using UnityEngine;
public class PhotonNetworkManager : Photon.PunBehaviour
{
void Awake()
{
PhotonNetwork.autoJoinLobby = false;
}
void Start()
{
Connect();
}
/// Start the connection process.
/// - If already connected, we attempt joining a random room
/// - if not yet connected, Connect this application instance to Photon Cloud Network
public void Connect()
{
// we check if we are connected or not, we join if we are , else we initiate the connection to the server.
if (PhotonNetwork.connected)
{
// #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnPhotonRandomJoinFailed() and we'll create one.
PhotonNetwork.JoinRandomRoom();
}
else
{
// #Critical, we must first and foremost connect to Photon Online Server.
PhotonNetwork.ConnectUsingSettings("1");
}
}
// Gets called when another player joins the game
public override void OnPhotonPlayerConnected(PhotonPlayer other) {
PhotonNetwork.Instantiate("NetworkedPlayer", Vector3.zero, Quaternion.identity, 0);
}
}
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