using Unity.Entities; using Unity.NetCode; using UnityEngine.Scripting; namespace ProjectM.Simulation { /// /// Custom Netcode for Entities bootstrap. Subclassing /// gives an explicit hook to customize world creation, tick rate, and auto-connect. /// For now it reproduces the default behavior: create separate client and server worlds /// based on the Multiplayer PlayMode Tools settings, without auto-connecting. /// [Preserve] public class GameBootstrap : ClientServerBootstrap { public override bool Initialize(string defaultWorldName) { // Auto-connect in-editor: the server listens and the in-process client connects (over // IPC) on the default BinaryWorlds host mode — one process hosts both worlds (M1 listen // server). M3 replaces this with an explicit Unity Relay host/join flow. Set to 0 to // disable auto-connect. AutoConnectPort = 7979; CreateDefaultClientServerWorlds(); return true; } } }