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ClientScene.AddPlayer

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public static function AddPlayer(readyConn: Networking.NetworkConnection, playerControllerId: short, extraMessage: Networking.MessageBase): bool;
public static bool AddPlayer(Networking.NetworkConnection readyConn, short playerControllerId, Networking.MessageBase extraMessage);
public static function AddPlayer(readyConn: Networking.NetworkConnection, playerControllerId: short): bool;
public static bool AddPlayer(Networking.NetworkConnection readyConn, short playerControllerId);
public static function AddPlayer(playerControllerId: short): bool;
public static bool AddPlayer(short playerControllerId);

Parameters

readyConn The connection to become ready for this client.
playerControllerId The local player ID number.
extraMessage An extra message object that can be passed to the server for this player.

Returns

bool True if player was added.

Description

This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called. If an extra message was passed to AddPlayer, then OnServerAddPlayer will be called with a NetworkReader that contains the contents of the message.

The HLAPI treats players and clients as separate GameObjects. In most cases, there is a single player for each client, but in some situations (for example, when there are multiple controllers connected to a console system) there might be multiple player GameObjects for a single connection. When there are multiple players for a single connection, use the playerControllerId property to tell them apart. This is an identifier that is scoped to the connection, so that it maps to the id of the controller associated with the player on that client. This is not the global player number.