• 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 drodrii · Jun 16, 2015 at 06:49 PM · networkingnetworkphoton

Photon View - Player Names/Properties.

Hello everyone.

I'll cut straight to the point. I created a session. I'm able to connect and spawn players and move around but I'm having a bit of a problem.

Players are white circles. I've created a button that 'spawns' players into the session.

I want the player to type a name, this name will be assigned to a Text mesh so it gets displayed overhead. I also want the player's sprite to be randomly colored to tell them apart.

I'm not being able to pass any of these values to the other players. Every player is white and I can only display my own name. Other players are displayed as 'Player(Clone)'

Here's some code: SpawnPlayer is part of the networkManager.(not attached to the player). ///Happens when you press the spawn button. void SpawnPlayer(){

         _playerInGameName = GUI.TextField (new Rect (Screen.width / 2, Screen.height/2 - 50, 200, 20), _playerInGameName, 25);
 
         //Color randomizer.
         _playerColorR = Random.Range (0.0f,1.0f);
         _playerColorG = Random.Range (0.0f,1.0f);
         _playerColorB = Random.Range (0.0f,1.0f);
         _thisPlayer = PhotonNetwork.Instantiate(_playerPrefabName,new Vector3(0f,0f,0f),Quaternion.identity,0);
         _thisPlayer.name = _playerInGameName;
         _thisPlayer.GetComponent<SpriteRenderer>().color = new Color(_playerColorR,_playerColorG,_playerColorB,_playerColorA);
         _thisPlayer.GetComponent<PhotonView>().owner.name = _thisPlayer.name;
         }
 

Here's part of a script attached to player. Net_Player.cs

 void ToggleNameMesh(){
 
         
         _playerInGameNameMesh = this.transform.FindChild("playerName").gameObject;
         _playerInGameNameMesh.SetActive(true);
         _playerInGameNameMesh.GetComponent<TextMesh>().text = this.GetComponent<PhotonView>().owner.name;
 
 
     }


As you can see, the nameMesh is a child gameObject of the Player.

A)What is the proper way to pass names/values to the OTHER NETWORK Players.(in this case the random colors and the names)

B)If I wanted to do the paint the player function. What would be the most efficient way?(Lets say with a function called paintMySprite(float R,f G,f B,f A);

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by drodrii · Jun 18, 2015 at 02:28 PM

Ok. It doesn't completely answer my question but I guess it might help some other people.

What I did was that I never added the variables to SerializeOnView..... Serialize on view keeps updating information from server to clients and vicev. So, if its SoV.isWriting then give your name. if its reading, get that name from the server and apply it to the gameObject.

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

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

21 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

Related Questions

Photon Networking Child Inconsistencies 0 Answers

Level Loading Over A Network: Level Loaded Event returning a null value? 0 Answers

Photon Instantiate messes up the camera 0 Answers

Question regarding unity mobile multiplayer game 0 Answers

photon players position 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges