Field m_CreateServerFirst
Set this to false to create the clients first. Note: If you are using scene placed NetworkObjects or doing any form of scene testing and get prefab hash id "soft synchronization" errors, then set this to false and run your test again. This is a work-around until we can resolve some issues with NetworkManagerOwner and NetworkManager.Singleton.
Namespace: Unity.Netcode.TestHelpers.Runtime
Assembly: solution.dll
Syntax
protected bool m_CreateServerFirst
Returns
Type | Description |
---|---|
bool |