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Question by Fetdressing · Jan 14, 2014 at 11:07 AM · networkingconnecting

Networking not working

Hello I am trying to understand networking abit better. I've looked at some tutorials and I am pretty sure I understand my code fully but it just won't work. I can't connect from another client atleast I think so because its not spawning a first person controller. There is also something weird with the cameras going on. When I create or connect I suddenly get two camera perspectives which both seems to be the from the main camera (where the online script is attached). Here is the code attached to the Main camera: private var ipAdress : String = "127.0.0.1"; private var port : int = 25167; private var maxConnects : int = 15; public var playerObject : GameObject;

 function OnGUI(){
 if(Network.peerType == NetworkPeerType.Disconnected){
     //GUILayout.BeginHorizontal();
     GUI.Box(Rect(10, 10, 100, 20),"IP adress: ");
     ipAdress = GUI.TextField (Rect (100, 10, 200, 20), ipAdress, 25);
     //ipAdress = GUILayout.TextField(ipAdress);
     //GUILayout.Label("IP adress");
     //GUILayout.EndHorizontal();
     
     
     var tempPort : String;
     GUI.Box(Rect(10, 30, 100, 20),"Port: ");
     tempPort = GUI.TextField(Rect(100, 30, 200, 20), port.ToString());
     port = parseInt(tempPort);
     
     
     if(GUI.Button(Rect(10, 60, 100, 20),"Connect")){
     for(var i : GameObject in FindObjectsOfType (GameObject)){
         i.BroadcastMessage("OnNetworkLoadLevel", SendMessageOptions.DontRequireReceiver);
     }
         Network.Connect(ipAdress, port);
         
     }
     
     if(GUI.Button(Rect(10, 85, 100, 20),"Create server")){
     for(var i : GameObject in FindObjectsOfType (GameObject)){
         i.BroadcastMessage("OnNetworkLoadLevel", SendMessageOptions.DontRequireReceiver);
     }
         createServer();
     }
     }
     else {
     if (GUILayout.Button("Disconnect"))
         Network.Disconnect(200);
     }
 }
 
 function createServer(){
     var useNat = !Network.HavePublicAddress();
     Network.InitializeServer(maxConnects, port, useNat);
 }
 
 function OnConnectedToServer(){
     OnNetworkLoadLevel();
 }
 
 function OnPlayerDisconnected(player : NetworkPlayer){
     Network.RemoveRPCs(player);
     Network.DestroyPlayerObjects(player);
 }
 
 function OnDisconnectedFromServer(){
     Application.LoadLevel(Application.loadedLevel);
 }
 
 function OnNetworkLoadLevel(){
     yield WaitForSeconds(1);
     if(Network.peerType == NetworkPeerType.Connecting){
     Network.Instantiate(playerObject, transform.position, transform.rotation, 0);
     }
     //GetComponent(GUILayer).enabled = false;
     GetComponent(Camera).rect = Rect(0.7,0.7,0.2,0.2);
     
 }

Then I have this script on my first person controller: function Update () { if(!networkView.isMine){ this.gameObject.BroadcastMessage("DisableCamera"); GetComponent (CharacterMotor).enabled = false; GetComponent (FPSInputController).enabled = false; GetComponent(MouseLook).enabled = false;

     }
 }

So that one won't controll all the first person controllers and the DisableCamera simply calls to disable this camera. Any help and explanation would be very appreciated!!

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