My game worked both in single player and multi player mode by always using the default Tugboat transport.
I'm now trying to use multipass with Yak and Tugboat (and will later replace Tugboat with Steamworks).
The idea: If I'm in a single player game or in the level editor, I start the server (all transports) and connect with the Yak client. If I start a multiplayer game, I start the server (all transports) and connect with the Tugboat client (later with the Steamworks one).
However, this doesn't quite work as expected. I run the following code:
// Get Multipass transport
Multipass multipass = Current.FN_TransportManager.GetTransport<Multipass>();
// Start server
Current.FN_NetworkManager.ServerManager.StartConnection();
// Start client
multipass.SetClientTransport<Yak>();
Current.FN_NetworkManager.ClientManager.StartConnection();
What happens now is this (see attachment): At first, everything is fine. Then, the local connection with ID 0 for Yak is stopped, and another connection with ID 1 for Tugboat is started. Oddly enough, this even works (except it doesn't use Yak and I'm back to square one). If I reverse the order of the transports in the Multipass settings to Tugboat/Yak instead of Yak/Tugboat, I'm getting an exception here.
What am I missing?