Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by timcommandeur · Aug 09, 2013 at 01:06 PM · networkingmultiplayernetworkcomponentnetworkview

Networking dupplicate processing of components

Hey all,

I'm currently implementing multiplayer in my game. I have a server game and a client game which are both identical except that one initializes the server and the other connects to it. I instantiate player objects on both processes, which have a bunch of components and a network view which only observes the position of the players.

My question now is: Do both processes add the components to the player objects, if so, do they both execute all the component methods? Or is the built in network functionality smart enough to only update the components on the objects that were instantiated on it's own process?

This is the code I use to initialize the game client or server:

 private void init(bool isServer)
 {
     if (isServer)
     {
         Network.incomingPassword = "hoi";
         bool useNat = !Network.HavePublicAddress();
         Network.InitializeServer(32, 1234777, useNat);

         // Player is a prefab with a collider, rigid body and a bunch of other stuff.
         GameObject player = Resources.Load("Player") as GameObject;
         GameObject instance = Network.Instantiate(player, new Vector3(0, 20, 0), Quaternion.identity, 0) as GameObject;
         gameObject.GetComponent<PlayerController>().player = instance;
         Camera.main.GetComponent<CameraLook>().target = instance;
     }
     else
     {
         Network.Connect("192.168.178.11", 1234777, "hoi");
     }
 }

 // In case the current process is a client and has connected to the game.
 void OnConnectedToServer()
 {
     GameObject player = Resources.Load("Player") as GameObject;
     GameObject instance = Network.Instantiate(player, new Vector3(0, 20, 0), Quaternion.identity, 0) as GameObject;
     gameObject.GetComponent<PlayerController>().player = instance;
     Camera.main.GetComponent<CameraLook>().target = instance;
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity networking tutorial? 6 Answers

Sending and receiving variables trough network? 2 Answers

[uNet] Need help Converting From Unity Network to uNet 0 Answers

How can I get "!networkView.isMine" to function properly? 1 Answer

Photon PUN, HTC Vive camera prefab over network instantiation 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges