using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; namespace Multiplayer { public static class Utility { public static bool ReadMessage(NetworkMessage msg, out T outMsg, bool logError = true) where T : MessageBase, new() { outMsg = new T(); bool isValid = true; try { outMsg = msg.ReadMessage(); isValid = true; } catch (UnityException e) { isValid = false; msg.reader.SeekZero(); #if UNITY_EDITOR Debug.LogError(e); #endif } return isValid; } } }