using System.Collections; using System.Collections.Generic; using UnityEngine; using MLAPI; using MLAPI.NetworkVariable; using MLAPI.Transports; using MLAPI.Messaging; using TMPro; public class PlayerNetworkingScript : NetworkBehaviour { public NetworkVariableInt dice = new NetworkVariableInt(new NetworkVariableSettings { WritePermission = NetworkVariablePermission.ServerOnly, ReadPermission = NetworkVariablePermission.Everyone }); private void Update() { if (Input.GetKeyDown(KeyCode.J)) { Debug.Log("J"); NetworkManager.Singleton.StopHost(); NetworkManager.Singleton.StartClient(); } } }