using System.Collections; using System.IO; using System.Text.RegularExpressions; using UnityEngine; using UnityEngine.SceneManagement; namespace Mirror.Examples.AdditiveLevels { public class Portal : NetworkBehaviour { [Scene, Tooltip("Which scene to send player from here")] public string destinationScene; [Tooltip("Where to spawn player in Destination Scene")] public Vector3 startPosition; [Tooltip("Reference to child TMP label")] public TMPro.TextMeshPro label; [SyncVar(hook = nameof(OnLabelTextChanged))] public string labelText; public void OnLabelTextChanged(string _, string newValue) { label.text = labelText; } // This is approximately the fade time WaitForSeconds waitForFade = new WaitForSeconds(2f); public override void OnStartServer() { labelText = Path.GetFileNameWithoutExtension(destinationScene); // Simple Regex to insert spaces before capitals, numbers labelText = Regex.Replace(labelText, @"\B[A-Z0-9]+", " $0"); } // Note that I have created layers called Player(8) and Portal(9) and set them // up in the Physics collision matrix so only Player collides with Portal. void OnTriggerEnter(Collider other) { // tag check in case you didn't set up the layers and matrix as noted above if (!other.CompareTag("Player")) return; //Debug.Log($"{System.DateTime.Now:HH:mm:ss:fff} Portal::OnTriggerEnter {gameObject.name} in {gameObject.scene.name}"); // applies to host client on server and remote clients if (other.TryGetComponent(out PlayerController playerController)) playerController.enabled = false; if (isServer) StartCoroutine(SendPlayerToNewScene(other.gameObject)); } [ServerCallback] IEnumerator SendPlayerToNewScene(GameObject player) { if (player.TryGetComponent(out NetworkIdentity identity)) { NetworkConnectionToClient conn = identity.connectionToClient; if (conn == null) yield break; // Tell client to unload previous subscene. No custom handling for this. conn.Send(new SceneMessage { sceneName = gameObject.scene.path, sceneOperation = SceneOperation.UnloadAdditive, customHandling = true }); yield return waitForFade; //Debug.Log($"SendPlayerToNewScene RemovePlayerForConnection {conn} netId:{conn.identity.netId}"); NetworkServer.RemovePlayerForConnection(conn, false); // reposition player on server and client player.transform.position = startPosition; player.transform.LookAt(Vector3.up); // Move player to new subscene. SceneManager.MoveGameObjectToScene(player, SceneManager.GetSceneByPath(destinationScene)); // Tell client to load the new subscene with custom handling (see NetworkManager::OnClientChangeScene). conn.Send(new SceneMessage { sceneName = destinationScene, sceneOperation = SceneOperation.LoadAdditive, customHandling = true }); //Debug.Log($"SendPlayerToNewScene AddPlayerForConnection {conn} netId:{conn.identity.netId}"); NetworkServer.AddPlayerForConnection(conn, player); // host client would have been disabled by OnTriggerEnter above if (NetworkClient.localPlayer != null && NetworkClient.localPlayer.TryGetComponent(out PlayerController playerController)) playerController.enabled = true; } } } }