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In a multiplayer client-server Unity undertaking utilizing Mirror networking, I’ve a matchmaking system the place the server matches two gamers and offers them a MatchID.
The sport is server-side authenticated, every participant has a novel ID, every match has its personal MatchID, and every thing is offered on the server.
Everything works advantageous, besides when somebody will get disconnected.
I am unable to discover any tutorial or documentation on how one can reconnect a consumer to a match with a MatchID. All the shared GameObjects should be recreated on the consumer with the proper netIdentity and authorities
How can I’m going about reconnecting, or organising NetworkIdentity elements within the methods above?
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