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This repository has been archived by the owner on Aug 15, 2022. It is now read-only.

History / Network Instantiation Flush

Revisions

  • Added note on flushing, to note you can have client and server on entirely different scenes with the same networkObject, and not flush it and all is good.

    TheYellowArchitect committed Feb 4, 2021
  • Added links for server/client creation

    TheYellowArchitect committed Feb 4, 2021
  • Updated Network Instantiation Flush (markdown)

    TheYellowArchitect committed Feb 4, 2021
  • Added paragraph, suggesting instantiation, when flush + manual scene loading, fails.

    TheYellowArchitect committed Feb 4, 2021
  • Edited away the 2nd line of code, as I'm not sure on code priority. Will serverAccepted run properly, if registered after the connection? Unknown, so no need to include it.

    TheYellowArchitect committed Feb 4, 2021
  • I didn't know how to flash manually at will (e.g. for debugging) since idk how to get client from another code scope. With my 2 lines of code, it should be obvious.

    TheYellowArchitect committed Feb 4, 2021
  • added a coma because I was confused -_-

    TheYellowArchitect committed Feb 4, 2021
  • Updated Network Instantiation Flush (markdown)

    @phalasz phalasz committed Feb 24, 2020
  • Updated Network Instantiation Flush (markdown)

    @phalasz phalasz committed Feb 24, 2020
  • Updated Network Instantiation Flush (markdown)

    @phalasz phalasz committed Apr 21, 2019
  • Updated Network Instantiation Flush (markdown)

    @phalasz phalasz committed Apr 21, 2019
  • Updated Network Instantiation Flush (markdown)

    @Effestiar Effestiar committed Nov 21, 2018
  • Updated Network Instantiation NetworkObject Flush (markdown)

    @Effestiar Effestiar committed Nov 21, 2018