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Question by Snownebula · Apr 17, 2017 at 01:25 AM · multiplayerinvisible

Multiplayer invisibility

I am trying to use UNET and make my character invisible to all the other players when I press a button. Right now when I do it, it only works on my screen.

 using UnityEngine;
 using System.Collections;
 
 public class cloak : MonoBehaviour {
     //public KeyCode toggleKey = KeyCode.V;
     public bool cloakTheShip = false;
     public bool enabledCloak = false;
     public UnityEngine.Renderer rend;
 
     // Use this for initialization
     void Start () {
     
     }
     // Update is called once per frame
     void Update () {
         if (ShipController2.isLocal == true && playerItems.hasCloakingDevice == true && ShipController2.cloakTheShip == false)
         {
             cloakTheShip = false;
         }
         if (ShipController2.isLocal == true && playerItems.hasCloakingDevice == true && ShipController2.cloakTheShip == true)
         {
             cloakTheShip = true;
         }
         if (ShipController2.isLocal == true && playerItems.hasCloakingDevice == true && cloakTheShip == true && enabledCloak == true)
         {
             enabledCloak = false;
             rend = this.GetComponent<Renderer>();
             rend.enabled = false;
             //gameObject.GetComponent<TrailRenderer>().enabled = false;
         }
         if (ShipController2.isLocal == true && playerItems.hasCloakingDevice == true && cloakTheShip == false && enabledCloak == false)
         {
             enabledCloak = true;
             rend = this.GetComponent<Renderer>();
             rend.enabled = true;
             //gameObject.GetComponent<TrailRenderer>().enabled = true;
         }
         /*
         if (Input.GetKeyDown(toggleKey))
         {
             cloakTheShip = !cloakTheShip;
         }
         */
     }
     /*
     void cloakOn() {
         if (cloakTheShip == true)
         {
             GetComponentsInChildren<Shader>().;
             //gameObject.GetComponent(TrailRenderer).enabled=false;
         }
     }
     */
 }

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