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