Dziś nasz Unity napakowany został kilkoma ficzerami. Pro-Builder oraz ProGrid do ułatwień przy budowaniu środowiska (ang. environment). Ukończone zostały również pierwsze testy przy hostowaniu gry oraz dołączaniu jako klient.

Caching Original Master Client: 1
UnityEngine.Debug:LogFormat (string,object[])
MLAPI.Transports.PhotonRealtime.PhotonRealtimeTransport:OnJoinedRoom () (at D:/Projects/Kayko and Kokosh/Game/Packages/Transports/com.mlapi.contrib.transport.photon-realtime/Runtime/PhotonRealtimeTransport.Matchmaking.cs:37)
Photon.Realtime.MatchMakingCallbacksContainer:OnJoinedRoom () (at D:/Projects/Kayko and Kokosh/Game/Packages/Transports/com.mlapi.contrib.transport.photon-realtime/Runtime/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:4148)
Photon.Realtime.LoadBalancingClient:OnEvent (ExitGames.Client.Photon.EventData) (at D:/Projects/Kayko and Kokosh/Game/Packages/Transports/com.mlapi.contrib.transport.photon-realtime/Runtime/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3211)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback (ExitGames.Client.Photon.StreamBuffer)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands ()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands ()
MLAPI.Transports.PhotonRealtime.PhotonRealtimeTransport:Update () (at D:/Projects/Kayko and Kokosh/Game/Packages/Transports/com.mlapi.contrib.transport.photon-realtime/Runtime/PhotonRealtimeTransport.cs:110)

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