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Question by jeijei · Dec 21, 2014 at 09:53 AM · playernetworkmanagercheckexists

Network manager player existance check

i have a network manager script that works connections and spawning. problem is that i have 2 player prefabs that are supposed to spawn in different locations. i want the game to check if the first one exists and then spawn the second one. however it always spawns the first one using UnityEngine; using System.Collections;

 public class Networkmanager : MonoBehaviour
 {
 
         // Use t$$anonymous$$s for initialization
         void Start ()
         {
     
         }
     
         // Update is called once per frame
         void Update ()
         {
     
         }
 
         private const string typeName = "UniqueGameName";
         private const string gameName = "boxing";
     
         private void StartServer ()
         {
                 Network.InitializeServer (4, 25000, !Network.HavePublicAddress ());
                 MasterServer.RegisterHost (typeName, gameName);
         }
 
         void OnServerInitialized ()
         {
                 Debug.Log ("Server Initializied");
                 SpawnPlayer ();
         }
 
         void OnGUI ()
         {
                 if (!Network.isClient && !Network.isServer) {
                         if (GUI.Button (new Rect (100, 100, 250, 100), "Start Server"))
                                 StartServer ();
                         if (GUI.Button (new Rect (100, 250, 250, 100), "Refresh Hosts"))
                                 RefreshHostList ();
             
                         if (hostList != null) {
                                 for (int i = 0; i < hostList.Length; i++) {
                                         if (GUI.Button (new Rect (400, 100 + (110 * i), 300, 100), hostList [i].gameName))
                                                 JoinServer (hostList [i]);
                                 }
                         }
                 }
         }
 
         public GameObject playerPrefab1;
         public GameObject playerPrefab2;
 
         private void SpawnPlayer ()
         {
                 if (GameObject.Find ("networkplayer(Clone)") == null)
                         Network.Instantiate (playerPrefab1, new Vector3 (0f, 0f, 0f), Quaternion.identity, 0);
                 else
             if (GameObject.Find ("networkplayer2(Clone)") == null)
                         Network.Instantiate (playerPrefab2, new Vector3 (2f, 0f, 2f), Quaternion.identity, 0);
         }
 
         private HostData[] hostList;
     
         private void RefreshHostList ()
         {
                 MasterServer.RequestHostList (typeName);
         }
     
         void OnMasterServerEvent (MasterServerEvent msEvent)
         {
                 if (msEvent == MasterServerEvent.HostListReceived)
                         hostList = MasterServer.PollHostList ();
         }
 
         private void JoinServer (HostData hostData)
         {
                 Network.Connect (hostData);
         }
     
         void OnConnectedToServer ()
         {
                 Debug.Log ("Server Joined");
                 SpawnPlayer ();
         }
 }
 

i tried

  private void SpawnPlayer ()
          {
                  if (GameObject.Find ("networkplayer(Clone)") != null)
  Network.Instantiate (playerPrefab2, new Vector3 (2f, 0f, 2f), Quaternion.identity, 0);
                         
                  else
              if (GameObject.Find ("networkplayer2(Clone)") != null)
                          Network.Instantiate (playerPrefab1, new Vector3 (0f, 0f, 0f), Quaternion.identity, 0);
          }

but then not$$anonymous$$ng would spawn at all

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Answer by jeijei · Dec 21, 2014 at 08:07 PM

nevermind, fixed it using UnityEngine; using System.Collections;

 public class Networkmanager : MonoBehaviour
 {
         public bool player1exists;
         public bool player2exists;
         public bool clickonce = false;
 
         [RPC]
         void player1 ()
         {
                 if (GameObject.Find ("networkplayer(Clone)") == null)
                         player1exists = false;
                 else
                         player1exists = true;
         }
 
         [RPC]
         void player2 ()
         {
                 if (GameObject.Find ("networkplayer2(Clone)") == null)
                         player2exists = false;
                 else
                         player2exists = true;
         }
         
         void Update ()
         {
                 if (clickonce == false) {
                         Screen.lockCursor = false;
                         Screen.showCursor = true;
                 }
                 networkView.RPC ("player1", RPCMode.All);
                 networkView.RPC ("player2", RPCMode.All);
         }
 
         private const string typeName = "UniqueGameName";
         private const string gameName = "boxing";
     
         private void StartServer ()
         {
                 Network.InitializeServer (4, 25000, !Network.HavePublicAddress ());
                 MasterServer.RegisterHost (typeName, gameName);
         }
 
         void OnServerInitialized ()
         {
                 Debug.Log ("Server Initializied");
                 
         }
 
         void OnGUI ()
         {
                 if ((Network.isClient || Network.isServer) && clickonce == false) {
                         if (player1exists == false) {
                                 if (GUI.Button (new Rect (100, 100, 250, 100), "Ready")) {
                                         SpawnPlayer ();
                                         clickonce = true;
                                 }
                         } else
                 if (player1exists == true && player2exists == false)
                         if (GUI.Button (new Rect (100, 100, 250, 100), "Ready")) {
                                 SpawnPlayer ();
                                 clickonce = true;
                         }
                 }
                 if (!Network.isClient && !Network.isServer) {
                         if (GUI.Button (new Rect (100, 100, 250, 100), "Start Server"))
                                 StartServer ();
                         if (GUI.Button (new Rect (100, 250, 250, 100), "Refresh Hosts"))
                                 RefreshHostList ();
             
                         if (hostList != null) {
                                 for (int i = 0; i < hostList.Length; i++) {
                                         if (GUI.Button (new Rect (400, 100 + (110 * i), 300, 100), hostList [i].gameName))
                                                 JoinServer (hostList [i]);
                                 }
                         }
                 }
         }
 
         public GameObject playerPrefab1;
         public GameObject playerPrefab2;
 
         private void SpawnPlayer ()
         {
                 if (player1exists == false) {
                         Network.Instantiate (playerPrefab1, new Vector3 (0f, -0.17f, 0f), Quaternion.identity, 0);
                 } else
             if (player2exists == false) {
                         Network.Instantiate (playerPrefab2, new Vector3 (2f, -0.17f, 2f), Quaternion.identity, 0);
 
                 }
         }
 
         private HostData[] hostList;
     
         private void RefreshHostList ()
         {
                 MasterServer.RequestHostList (typeName);
         }
     
         void OnMasterServerEvent (MasterServerEvent msEvent)
         {
                 if (msEvent == MasterServerEvent.HostListReceived)
                         hostList = MasterServer.PollHostList ();
         }
 
         private void JoinServer (HostData hostData)
         {
                 Network.Connect (hostData);
         }
     
         void OnConnectedToServer ()
         {
                 Debug.Log ("Server Joined");
                 
         }
 }
 
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