• 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 Hernan_Cortes · Nov 22, 2011 at 05:41 PM · networkspawncontrolbasicconnect

Networking Basics Big Problem

Hey guys, When I start server I create new player but when someone join as a client everyone can control everyone. Players aren't independent, they're doing exactly the same moves.

I've been using standard first person controler as player. The script w$$anonymous$$ch create server is the same as one in unity multiplayer tutorial (direct connection).

Here is my script for spawn:

 #pragma strict
 #pragma implicit
 #pragma downcast
 
 public var playerPrefab : Transform;
 
 function OnServerInitialized(){
     Spawnplayer();
 }
 
 function OnConnectedToServer(){
     Spawnplayer();
 }
 
 function Spawnplayer(){
     var myNewTrans : Transform = Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0);
 }
     
 function OnPlayerDisconnected(player: NetworkPlayer) {
     Network.DestroyPlayerObjects(player);
 }
 
 function OnDisconnectedFromServer(info : NetworkDisconnection) {
     Network.DestroyPlayerObjects(Network.player);
     
     Application.LoadLevel(Application.loadedLevel);
 }
Comment
Add comment · Show 1
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
avatar image Hernan_Cortes · Nov 22, 2011 at 06:45 PM 0
Share

I find out what should I do. There is no networkView.isMine checking.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Anxo · Nov 22, 2011 at 08:19 PM

in the docs, look up "isMine" you can use that as a condition in the controls.

Comment
Add comment · Share
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

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

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How to make camera position relative to a specific target. 1 Answer

NetworkServer.Spawn not working with no error message 0 Answers

Desync between host and client. 0 Answers

Instantiate when Online or Offline. 0 Answers

Generate gameObject horde, more positioned towards front of horde 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges