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Question by
yepez7 · Aug 29, 2016 at 07:00 PM ·
networkingmultiplayernetworkmultiplayer-networking
network player only flip on LAN Host not in Lan Client
My local player and the other player only flip in LAN Host scene only, and in client scene only move but don't flip? what I'm doing wrong any help plzz.
using UnityEngine; using System.Collections; using UnityEngine.Networking;
public class PlayerControler : NetworkBehaviour {
public float speed = 20f; // The speed the rocket will fire at.
// other
[HideInInspector]
public bool facingRight = true; // For determining which way the player is currently facing.
public float moveForce = 365f; // Amount of force added to move the player left and right.
public float maxSpeed = 5f; // The fastest the player can travel in the x axis.
public float tauntDelay = 1f; // Delay for when the taunt should happen.
void FixedUpdate ()
{
if (!isLocalPlayer) { // if is not our player do not controlet
return;
}
// Cache the horizontal input.
float h = ETCInput.GetAxis("Horizontal");
// If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
if(h * GetComponent<Rigidbody2D>().velocity.x < maxSpeed)
{
// ... add a force to the player.
GetComponent<Rigidbody2D>().AddForce(Vector2.right * h * moveForce);
}
// If the player's horizontal velocity is greater than the maxSpeed...
if(Mathf.Abs(GetComponent<Rigidbody2D>().velocity.x) > maxSpeed)
{
// ... set the player's velocity to the maxSpeed in the x axis.
GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Sign(GetComponent<Rigidbody2D>().velocity.x) * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
}
// If the input is moving the player right and the player is facing left...
if(h > 0 && !facingRight)
{
// ... flip the player.
CmdFlip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if(h < 0 && facingRight)
// ... flip the player.
{
CmdFlip();
}
}
// only the locol player can run this command
[Command]
void CmdFlip ()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
Comment
Answer by DiegoSLTS · Aug 29, 2016 at 11:56 PM
I guess you're not using NetworkTransform, since you're using a Command to tell the server to flip the character. If that's correct, you then need to tell the clients the same with an RPC. Add this function to the same script:
[ClientRPC]
void RpcFlip() {
if (isLocalPlayer)
return; //if it's the local player, don't flip it, you already flipped it in FixedUpdate
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
You might want to put the repeated code inside a function to avoid repetition. With RpcFlip defined, call it at the end of CmdFlip.
i put it like this
// only the locol player can run this command
[Command]
// [ClientRpc]
void CmdFlip ()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// $$anonymous$$ultiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
RpcFlipClient ();
}
[ClientRpc]
void RpcFlipClient()
{
if (isLocalPlayer)
return; //if it's the local player, don't flip it, you already flipped it in FixedUpdate
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// $$anonymous$$ultiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}