AllSpawn
Namespace: SynicSugar.P2P
Class: SynicObject
public static List
public static List
public static List
public static List
public static List
Description
Generate GameObjects, then set UserIDs of all members in Lobby to each NetworkPlayer. (include disconnected users)
If original prefab has many components, this will be heavy.
using SynicSugar.P2P;
using UnityEngine;
public class p2pSample {
[SerializeField] GameObject playerPrefab;
void ObjectSample(){
SynicObject.AllSpawn(playerPrefab);
}
}