- Home /
Experience going to both players, Photon Unity Networking
Have had this problem since last night and its getting quite frustrating. I have 2 characters in my scene with AI that they kill to get experience, problem is that the experience is given to both players. In my enemy script I reference the play when the enemy spawns: using UnityEngine; using System.Collections;
public class Enemy : Entity
{
public float expOnDeath;
private GameObject playerGO;
public Player player;
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
}
void Update ()
{
}
public override void Die ()
{
player.AddExperience(expOnDeath);
Debug.Log ("Adding EXP");
base.Die ();
}
public override void TakeDamage (float dmg)
{
base.TakeDamage (dmg);
}
}
But it seems that the enemy is getting BOTH players and giving the exp to both their Player scripts. The player script is enabled when the player spawns into the server, to avoid both players receiving input from one client.
I find it weird because when the player shoots the enemy it does go across to all enemy's? and I use quite similar methods to do that and the exp giving. Have I got to put it in an RPC call? Can I single out the player that killed the AI in some way and give exp only to that player?
I hate networking...
Cheers, and thank you in advance.