Delegate type called when connection has been approved. This only has to be set on the server.
public delegate void ConnectionApprovedDelegate(bool createPlayerObject, ulong? playerPrefabHash, bool approved, Vector3? position, Quaternion? rotation);
|System.Boolean||*createPlayerObject||If true, a player object will be created. Otherwise the client will have no object.|
|System.Nullable<System.UInt64>||*playerPrefabHash||The prefabHash to use for the client. If createPlayerObject is false, this is ignored. If playerPrefabHash is null, the default player prefab is used.|
|System.Boolean||*approved||Whether or not the client was approved|
|System.Nullable<UnityEngine.Vector3>||*position||The position to spawn the client at. If null, the prefab position is used.|
|System.Nullable<UnityEngine.Quaternion>||*rotation||The rotation to spawn the client with. If null, the prefab position is used.|