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Question by beyluta · Aug 24, 2015 at 11:23 AM · networkingphoton

Hi, i've made a multiplayer photon script but it controls every player in the server, how to control only my player?

    using UnityEngine;
    using System.Collections;

    namespace UnityStandardAssets.Characters.FirstPerson{

     public class Networking : Photon.MonoBehaviour {

 // Use this for initialization
 void Start () {
     PhotonNetwork.ConnectUsingSettings ("RP_v013");
     
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = (false);

     enabled = photonView.isMine;
 
 }
 
 // Update is called once per frame
 void Update () {
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = (false);

 }
 
 void OnGUI() {
     GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
     if (Input.GetKey(KeyCode.Escape))
     {
         PhotonNetwork.LoadLevel("MainMenu");
     }
 }
 
 
 void OnConnectedToMaster() {
     PhotonNetwork.JoinRandomRoom ();
 }
 
 void OnPhotonRandomJoinFailed() {
     PhotonNetwork.CreateRoom (null);
 }
 
 void OnJoinedRoom() {
     GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate ("PlayerPrefab", Vector3.zero, Quaternion.identity, 0);
     PhotonNetwork.automaticallySyncScene = true;
     
     
 }
  }
 }
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Answer by hexagonius · Aug 24, 2015 at 04:43 PM

Is the Script that is running the PlayerPrefab also set to disabled if not photonView.isMine? This script looks like it's connecting and spawning for every player and then turning itself off for every non-Mine. Same needs to be in other scripts controlled by players. if !isMine, turn off.

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