using Unity.Netcode; using UnityEngine; using UnityEngine.UI; public class NetworkManagerUI : MonoBehaviour { [Header("UI Buttons")] [SerializeField] private Button hostButton; [SerializeField] private Button clientButton; [SerializeField] private Button serverButton; private void Start() { if (hostButton != null) hostButton.onClick.AddListener(() => NetworkManager.Singleton.StartHost()); if (clientButton != null) clientButton.onClick.AddListener(() => NetworkManager.Singleton.StartClient()); if (serverButton != null) serverButton.onClick.AddListener(() => NetworkManager.Singleton.StartServer()); } private void OnDestroy() { if (hostButton != null) hostButton.onClick.RemoveAllListeners(); if (clientButton != null) clientButton.onClick.RemoveAllListeners(); if (serverButton != null) serverButton.onClick.RemoveAllListeners(); } }