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yes, even hidden code blocks!
print("hello world!")| private void Update() | |
| { | |
| if (BoltNetwork.IsServer == false) { return; } | |
| if (Input.GetKeyDown(KeyCode.Space)) | |
| { | |
| IncreasePlayerCount(1); | |
| } | |
| if (Input.GetKeyDown(KeyCode.L)) | |
| { | |
| ShowPlayerCount(); |
| #if false | |
| [MenuItem("SERVERBUILD/Server/Modes/Server Mode")] | |
| public static void TurnToServerMode() | |
| { | |
| ExcludeFiles(true); | |
| } | |
| [MenuItem("SERVERBUILD/Server/Modes/Client Mode")] | |
| public static void TurnToClientMode() | |
| { |
| using UnityEngine; | |
| using System; | |
| using UdpKit; | |
| using UnityEngine.SceneManagement; | |
| using udpkit.platform.photon; | |
| using Bolt.Matchmaking; | |
| namespace Bolt.Samples | |
| { | |
| public class BoltInitLAN : Bolt.GlobalEventListener |
| title | tags |
|---|---|
What's new in v1.2.8 |
bolt |
Main Changes: