Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
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Kicking a client as a host also kicks the host. #2805
I host the game, join with a client. I then kick the client using:
NetworkManager.Singleton.DisconnectClient(otherClient.OwnerClientId);
The client gets disconnected, but so does the host. I used debugger, and it seems that host player gets despawned at
internal void OnClientDisconnectFromServer(ulong clientId)
.I double-checked, and then triple-checked that I get the ownerclientid from networkobject of the client, not the host.
I am using latest version of NGO. Windows PC.
I appreciate any help.