#Disconnect Host
1 messages · Page 1 of 1 (latest)
That is correct. The Host Disconnect UI will only show for the host when it disconnects. You can remove the client id check if you want the message to show up for all clients
That is due to the transport trying to reinitialize the steam client. You can probably add a check if SteamClient is already initialized
The Facepunch Transport is also initializing the steam client
So I don't need to write anything in the script? Just a simple facepunch transport?
This error persists if you return to the main menu.
The problem is with the Facepunch Transport.
I'm tired of struggling with this skin. I'm leaving for Mirror.
I'm tired of these crooked churches with zero information.
When the host leaves the game, for some reason the lobby remains in the lobby list. I don't understand why Rpc doesn't work so that other players disconnect from this lobby.
Steam Lobby is a different service. You will have to manually leave the lobby with lobby.Leave()
There is no such thing in Facepunch.
Leave a lobby; this will take effect immediately on the client side
other users in the lobby will be notified by a LobbyChatUpdate_t callback.
After lobby.Leave(), lobby.Id.IsValid is false.
But something isn't working properly.