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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 |
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What's new in v1.2.8 |
bolt |
Main Changes: