void Start()
{
if (MultiplayerManager.instance.m_isServer)
{
InvokeRepeating("ServerSendCarPositions", 0, 1 / (float)SEND_RATE);
}
else
{
var vehicleParent = new GameObject("Vehicles Network parent");
for (int i = 0; i < CAR_POOL_SIZE; i++)
{
var obj = new GameObject("CarPoolObject " + i);
obj.transform.parent = obj.transform;
obj.AddComponent<VehicleNetworkView>();
obj.AddComponent<MeshFilter>();
obj.AddComponent<MeshRenderer>();
obj.SetActive(false);
NetworkCarObject nCarObject = new NetworkCarObject();
nCarObject.GameObject = obj;
m_fakeCarsPoolAvailable.Add(nCarObject);
}
}
}