using System.Collections.Generic; using Unity.Netcode; using UnityEngine; namespace DefaultNamespace { public class GameManager : NetworkBehaviour { [SerializeField] private NetworkObject playerPrefab; [SerializeField] private Transform[] startPositions; private int _currentStartPositionIndex = 0; protected override void OnInSceneObjectsSpawned() { if (!IsServer) return; foreach (KeyValuePair client in NetworkManager.ConnectedClients) { Transform position = startPositions[_currentStartPositionIndex++ % startPositions.Length]; NetworkObject player = Instantiate(playerPrefab, position.position, position.rotation); player.SpawnAsPlayerObject(client.Key); } } } }