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Question by boxing_rex · Jun 10, 2014 at 03:00 PM · c#multiplayertopdown

Multiplayer Topdown Camera

Hello, I am having some problems with my topdown camera for my multiplayer shooter. It should be as simple as checking if the camera belongs to the player and enabling / disabling it. But oh no. Its like rocket science trying to get this damn thing to work. The problem is one player can join the game fine, but as soon as another player joins both cameras zap to that person until he leaves. Please help me (it will save my sanity).

The camera cannot be attached as a parent of the player because he will rotate like mental, so instead the camera is under a empty gameobject as well as the player.

Here is the camera scropt:

 using UnityEngine;
 using System.Collections;
 
 public class Cam : MonoBehaviour {
 
     private Vector3 cameraTarget;
     public Transform target;
     private Transform camera;
     // Use this for initialization
     void Start () {
         if(networkView.isMine){
             camera = this.transform;
         }else{
             enabled = false;
         }
     }
     
     // Update is called once per frame
     void Update () {
             cameraTarget = new Vector3(target.position.x,target.position.y + 12f,target.position.z);
             camera.position = Vector3.Lerp(camera.position,cameraTarget,Time.deltaTime * 8);
     }
 }
 

Note, This does not work for some reason,Just for good measure here are some screenshots:

This is the layout of the person / camera thingy

Please help, and if you have any questions feel free to ask me.

untitled.png (35.6 kB)
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Answer by PouletFrit · Jun 10, 2014 at 06:42 PM

You are disabling the script and not the camera and from what I'm understanding you have multiple camera. So disabling the script controlling the camera and not the camera itself, you'll end up with multiple camera rendering your scene, which isn't good.

Instead of using:

 // Disable the script Cam
 enabled = false;

use:

 // Disable the whole game object (script and camera)
 camera.gameObject.SetActive(false);

or:

 // Disable the component camera on the camera transform
 camera.camera.enabled = false;
 enabled = false;
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