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type:featureNew feature, request or improvementNew feature, request or improvement
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My project doesn't spawn player objects as controllable objects because the player is supposed to be able to switch their control to any networked object that has player controls available. This means I need the ability to turn on player position synchronization for any object, as well as remove it. In the HLAPI this translates to:
- registering all prefabs I will use (by registering the SpawnHandler and UnSpawnHandler hooks,) spawning some objects
- spawning one permanent player object that serves as a persistent object for communicating with the server, such as to request a new netobject be spawned, or to request control of an existing netobject.
- once the server has been asked to spawn a player or grant control to a player, it can do appropriate checks, then add/replace that object in player control
I believe the only thing currently missing from MLAPI for this are signatures like:
NetworkedObject.AddControl(NetworkConnectionObject conn, bool replace)
NetworkedObject.RemoveControl(NetworkConnectionObject conn)
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type:featureNew feature, request or improvementNew feature, request or improvement