When I test my networked game in Unity, everything works fine. However when I build it, I get nothing but a blank screen. Anyone know whats wrong?
Here’s my script:
var playerPrefab:GameObject;
var spawnObject:Transform;
var gameName:String = “Yung_Pharaoh_Test_Network”;
private var refreshing:boolean;
private var hostData:HostData[];
private var btnX:float;
private var btnY:float;
private var btnW:float;
private var btnH:float;
function Start(){
btnX = Screen.width * 0.05;
btnY = Screen.width * 0.05;
btnW = Screen.width * 0.1;
btnH = Screen.width * 0.1;
}
function startServer(){
Network.InitializeServer(32, 25001, !Network.HavePublicAddress);
MasterServer.RegisterHost(gameName,"Network Test","This is a test");
}
function refreshHostList(){
MasterServer.RequestHostList(gameName);
refreshing = true;
}
function Update(){
if(refreshing){
if(MasterServer.PollHostList().Length > 0){
refreshing = false;
Debug.Log(MasterServer.PollHostList().Length);
hostData = MasterServer.PollHostList();
}
}
}
function spawnPlayer(){
Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
}
//Messages
function OnServerInitialized(){
Debug.Log("Server Initialized");
spawnPlayer();
}
function OnConnectedToServer(){
spawnPlayer();
}
function OnMasterServerEvent(mse:MasterServerEvent){
if(mse == MasterServerEvent.RegistrationSucceeded){
Debug.Log("Registered Server");
}
}
//GUI
function OnGUI(){
if(!Network.isClient && !Network.isServer){
if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "ST4RT_S3RV3R")){
Debug.Log("Starting Server");
startServer();
}
if(GUI.Button(Rect(btnX, btnY * 1.2 + btnH, btnW, btnH), "R3FR3SH_HØSTS")){
Debug.Log("Refreshing");
refreshHostList();
}
if (hostData){
for(var i:int = 0; i < hostData.length; i++){
if(GUI.Button(Rect(btnX * 1.5 + btnW, btnY * 1.2 +(btnH * i), btnW * 3, btnH * 0.5), hostData*.gameName)){*
_ Network.Connect(hostData*);_
_ }_
_ }_
_ }_
_ }_
_}*_