Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • 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
1
Question by CarterG81 · Jul 03, 2015 at 06:10 PM · multiplayerunity5unity multiplayer

[UNET] PlayerPrefab successfully spawns on Server, but Clients only see their own playerPrefab.

Whenever a client connects, their playerPrefab is sucessfully added to the Server. So if I have 5 players connected to one server, it will show 5 players on the Server/Host.

However, each Client only sees their own character and none other. So all 5 players would only see 1 player- themselves, unless one is Host(Server+Client).

Client movement is synced with server, so Server seems to be working as it should. Clients are not. They sync with server, but I only assume the Server never tells the Client to create all the other player's playerPrefabs.

 public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) //, 
     {
         GameObject player = (GameObject)Instantiate(playerPrefab, Vector3.zero, Quaternion.identity); //Create the playerPrefab
         NetworkServer.AddPlayerForConnection(conn, player, playerControllerId); //Spawn on Server & Ready.
         //NetworkServer.ReplacePlayerForConnection(conn, player, playerControllerId);
     }

 public void SelectCharacterButton(string name)
     {
         //SpawnPlayer on Server
         ClientScene.AddPlayer(0); //Sends the message to the server asking to spawn playerobject for this client.
         //ClientScene.AddPlayer(GameNetworkManager.singleton.client.connection, 0); //Sends the message to the server asking to spawn playerobject for this client.
     }

 public override void OnStartClient(NetworkClient client)
     {
         base.OnStartClient(client);
     }

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

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.

Follow this Question

Answers Answers and Comments

23 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

Related Questions

multiplayer variable synchronization problem 1 Answer

How to test single scenes with UNET? 1 Answer

Get the rotation of a player on the server (unet) 1 Answer

Unet CCU Exceeded by appID: Not going down 0 Answers

Unity Netcode: Change Ownership doesn't work for me 0 Answers


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