• 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
Question by mrpickles87 · Dec 18, 2022 at 04:22 PM · multiplayervariablesinputmanagerlocal

Player variables get overwritten from the other player on local multiplayer with the new input system

I'm working on a local multiplayer game using the new input system and I noticed that whoever is the last player to move their right joystick sets the values for bullet_tracjectory for all other players in the scene. And the val private void OnPointer(InputValue value) // New Input System method { mouse_location = value.Get(); mouse_location = cam.ScreenToWorldPoint(new Vector3(mouse_location.x, mouse_location.y, 0f));

         gun_target_position = new Vector2(mouse_location.x - Player.transform.position.x, mouse_location.y - Player.transform.position.y).normalized;
         angle = Mathf.Atan2(gun_target_position.y, gun_target_position.x) * Mathf.Rad2Deg;
         gun.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
         gun.transform.position = Player.transform.position + new Vector3(gun_target_position.x * gun_distance_from_player, gun_target_position.y * gun_distance_from_player, Player.transform.position.z);
 
         bullet_trajectory = (mouse_location - bullet_spawn_location).normalized;
     }
 
 private void OnMoveGun(InputValue value) // Get right joystick value from new input system
     {
         right_joy = value.Get<Vector2>();
 
         if (right_joy.magnitude > deadzone)
         {
             gun_target_position = right_joy;
             angle = Mathf.Atan2(gun_target_position.y, gun_target_position.x);
             y = Mathf.Sin(angle) * gun_distance_from_player;
             x = Mathf.Cos(angle) * gun_distance_from_player;
             angle *= Mathf.Rad2Deg;
             gun.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
             gun.transform.position = Player.transform.position + new Vector3(x, y, Player.transform.position.z);
 
             bullet_trajectory = right_joy.normalized;
         }

I tried making all the variables static so that they couldn't be accessed through other scripts on other player prefabs but that didn't do anything.

Also, when I add a force to my character, it will instead add it to the last most spawned character in the scene.

 private void BlowPlayerBack() // This is not a method from the new Input System
     {
         rb.AddForce(-bullet_trajectory * BulletSpeed * blowback_force, ForceMode2D.Force);
     }
Comment

People who like this

0 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 ojaoweir · Dec 19, 2022 at 06:43 AM 0
Share

Sounds like the problem is that the input event trigger on all players. How are you spawning your players? Are you using the PlayerInputManager? Been a while since I used it, but it can help with separating the inputs.

Also, making a variable static does not mean that it can't be accessed by other scripts. Setting variables as private make them unaccessable from other scripts. Making a variable static means that it is the same for all instances of the class, so if you change for one player, you change for all.

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.

Update about the future of Unity Answers

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta later in June. Please note, we are aiming to set Unity Answers to read-only mode on the 31st of May in order to prepare for the final data migration.

For more information, please read our full announcement.

Follow this Question

Answers Answers and Comments

245 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

PlayerInput - SendMessages not working after changing the scene 1 Answer

New Input Manager Split Screen and Cinemachine 0 Answers

How could I make a multiplayer system that works with wifi? 0 Answers

How to make the camera follow 4 players at all times, zooming in and out, along with some extra screen space padding on all 4 sides, so that they arent always sitting on the edge ? 1 Answer

Adding Client Authority to non spawned objects? 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