Я пытаюсь создать многопользовательскую игру с помощью Proton Fusion в Unity. Но он не создает экземпляр префаба Network Runner. Я правильно сослался на префаб. Пожалуйста, помогите. Я пробовал много способов решить эту проблему, но они не работают
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Fusion;
using Fusion.Sockets;
using UnityEngine.SceneManagement;
using System;
using System.Threading.Tasks;
using System.Linq;
public class NetworkRunningHandler : MonoBehaviour
{
public NetworkRunner NetworkRunnerPrefab;
async void Start()
{
// Instantiate the NetworkRunnerPrefab
GameObject runnerObject = Instantiate(NetworkRunnerPrefab.gameObject);
runnerObject.name = "Network Runner";
// Get the NetworkRunner component
NetworkRunner networkRunner = runnerObject.GetComponent();
Debug.Log(runnerObject.gameObject.name);
// Initialize the network runner asynchronously
await InitializeNetworkRunner(networkRunner, GameMode.AutoHostOrClient, NetAddress.Any(), SceneManager.GetActiveScene().buildIndex, null);
Debug.Log("Server NetworkRunner has started.");
}
protected virtual async Task InitializeNetworkRunner(NetworkRunner runner, GameMode mode, NetAddress address, SceneRef scene, Action initialized)
{
var sceneManager = runner.GetComponent();
if (sceneManager == null)
{
sceneManager = runner.gameObject.AddComponent();
}
runner.ProvideInput = true;
await runner.StartGame(new StartGameArgs
{
GameMode = mode,
Address = address,
Scene = scene,
SessionName = "Chunky Monkey Racer",
Initialized = initialized,
SceneManager = sceneManager
});
}
}
Подробнее здесь: https://stackoverflow.com/questions/782 ... r-in-unity