Trouble when creating camera for network clients
Hey guys,
Recently I am developing a multiplayer game based on network, and I have encountered a confusing problem. I want to have a camera for each client so that every client can have his own camera chasing their character. Because I noticed instantiating cameras with Network.Instantiate results in every client viewing with the same camera, I now use Object.Instantiate on each client app. However, although the server cannot see cameras on clients, the clients can still see each others'. So I wonder if there are solutions for:
a) each client can have their own object that no one else on the network can access or "see" on the scene;
or b) each client can set a particular depth for all the cameras he can "see" (that would also solve the problem)
Here's the essential code in Char0ControllerClient.Start ():
if (Network.isClient)
cameraTransform = (Transform) Instantiate (cameraPrefab, Vector3.zero, Quaternion.identity);
And here's what happens on the client when another client connects in:
Thanks a lot!
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