• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Funex · Oct 26, 2020 at 03:03 AM · multiplayermultiplayer-networkinglayerssynchronization

[PUN] Sync gameobjects layer over network

Hello everyone, Ive currently made a small game where every player can choose a team (Red or Blue). Then in the game they get an outline representing that color. They get this outline by beeing on a specific layer (BehindMaskRed or BehindMaskBlue). The problem now is that these dont seem to sync over the network since the player that joins afterwards always sees the already joined player as blue (since its the default assigned layer).

This is how i instantiate the players upon joining:

 if (PlayerNetworking.localPlayerInstance == null)
         {
             //instantiate the correct player based on the team
             int team = (int)PhotonNetwork.LocalPlayer.CustomProperties["Team"];
             Debug.Log($"Team number {team} is being instantiated");
             //instantiate the blue player if team is 0 and red if it is not
             if (team == 0)
             {
                 float xpos = Random.Range(-3, 3);
                 float ypos = Random.Range(-3, 3);
                 GameObject player = PhotonNetwork.Instantiate("Player", new Vector2(xpos, ypos), Quaternion.identity);
                 player.GetComponent<PlayerNetworking>().teamID = team;
             }
             else
             {
                 float xpos = Random.Range(-3, 3);
                 float ypos = Random.Range(-3, 3);
                 GameObject player = PhotonNetwork.Instantiate("Player", new Vector2(xpos, ypos), Quaternion.identity);
                 player.GetComponent<PlayerNetworking>().teamID = team;
             }
         }

Each player has a movement script, a Photon Transform View Classic, and a Photon View with the Transform View as an ovserved component. On all other players than the local one the PhotonView is disable (dont know if this might be the cause). but since i dont want them to be moved by myself i setup a script that disables it.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

235 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to sync transform of character's bone(spine)? 0 Answers

multiplayer variable synchronization problem 1 Answer

Multiplayer - non player object synchronisation 0 Answers

Unity NetworkTransformChild - Syncing the Child of a Child 0 Answers

Multiplayer server choosing requirements VPS is this enough? 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges