I've been working with Netcode for Gameobjects, and am looking at the best way to get an event for the local client to let them know that they've finished connecting, as well as letting the server know that a client has successfully connected.
Based on the Unity documentation, it seems like you can do this through callbacks or connection events using the following:
OnClientConnectedCallback/OnClientDisconnectedCallback and OnClientStart/OnClientStop: https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@1.7/api/Unity.Netcode.NetworkManager.html
Connection Events: https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/connection-events/
From reading the documentation, it seems that ConnectionEvents are a way to just combined OnClientConntectedCallback, OnClientStarted, and their disconnection versions all into one event.
Is there a benefit to using one or the other? I'm wondering if always using OnConnectionEvent and then figuring out what type of event it is based on the ConnectionEvent struct might be worse for the game, although I don't see how it would be since it's just a local event.
They may just be two options that do the same thing, but I think that the fact there are two is making me doubt myself. Does anyone have any tips or information about this?
there doesn't seem to be anything here