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Question by twoface262 · Jan 15, 2012 at 08:43 PM · c#javascriptnetworkingmultiplayer

Multiplayer Problems

Hello, I'm trying to do the multiplayer tutorial found here : http://download.unity3d.com/support/resources/files/MultiplayerTutorial.pdf/

I'm running into a lot of troubles though. I'm trying to use all the code from that in a First Person Shooting game but when I move the player on the other client moves with me and same with them, when they move it just moves me instead of the designated object for the 2nd player. Are there any good fixes for t$$anonymous$$s? Please help I'm confused about t$$anonymous$$s I've tried everyt$$anonymous$$ng wit$$anonymous$$n my knowledge to fix the problem but no avail.

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avatar image Fattie · Jan 15, 2012 at 10:24 PM 0
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"It is incredibly complicated" There is no easy solution for multiplayer or networking. Start with a VERY SMALL system and see what you can figure out! I feel that example you mention is way to complicated to begin with.

avatar image twoface262 · Jan 15, 2012 at 11:23 PM 0
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I followed it directly. I have a decent ammount of experience in unity I know the error is in this code.

using UnityEngine; using System.Collections; public class RigidAssign : MonoBehaviour { void OnNetworkInstantiate (NetworkMessageInfo msg) { if (networkView.isMine) { NetworkRigidbody _NetworkRigidbody = (NetworkRigidbody)GetComponent("NetworkRigidbody");

     _NetworkRigidbody.enabled = false;
        
            }
     else {
         NetworkRigidbody _NetworkRigidbody2 = (NetworkRigidbody)GetComponent("NetworkRigidbody");

        name += "(Remote++)";
       
       _NetworkRigidbody2.enabled = true;
                     }

} }

I'm just unsure on how to fix it.

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Answer by RicardoAntezana · Apr 14, 2017 at 11:46 AM

The error is that both player movements are enabled on both of the clients, w$$anonymous$$le you only realistically want it to be enabled for you. A solution for t$$anonymous$$s is disabling these controller components on other players but not yourself, so they cannot act on your inputs.

 using UnityEngine;
 using UnityEngine.Networking;
 
 public class Test : NetworkBehaviour
 {
 
     //T$$anonymous$$s is all the components you want to disable on other clients but not yourself.
     [SerializeField]
     Behaviour[] componentsToDisable;
     //Drag in any controller scripts in the inspector here.
 
     void Start()
     {
         //Here we are checking if t$$anonymous$$s is not the local player, so then we know we can disable the components.
         if (!isLocalPlayer)
         {
             //Here we use a 'for' loop to go through each component and disable it.
             for (int i = 0; i < componentsToDisable.Length; i++)
             {
                 //T$$anonymous$$s line disables each component there is.
                 componentsToDisable[i].enabled = false;
             }
         }
     }
 
 }

I hope you understand!

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