Use a script to access the active multiplayer role
You can access the multiplayer role that the Unity Editor or the current build uses in Play mode in a script. This allows you to write custom logic that runs only on the server or only on the client.
The example below demonstrates custom logic that exists when a process runs on the server or as a client.
using UnityEngine;
using UnityEngine.SceneManagement;
using Unity.Multiplayer;
public class SceneBootstrap : MonoBehaviour
{
void Start()
{
var role = MultiplayerRolesManager.ActiveMultiplayerRoleMask;
if (role == MultiplayerRoleFlags.Server)
{
Debug.Log("Running SceneBootstrap in the server");
SceneManager.LoadScene("ServerScene");
}
else if (role == MultiplayerRoleFlags.Client)
{
Debug.Log("Running SceneBootstrap in a client");
SceneManager.LoadScene("LobbyScene");
}
}
}