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Question by macthelost · Jun 30, 2016 at 04:48 PM · networkingmultiplayerhowpuninternet

[PUN] All players control one object

I'm just trying to make a simple multiplayer fps, here are my network scripts: Network Manager

 using Photon;
 using UnityEngine;
 using System.Collections;
 
 public class NetworkManager : Photon.PunBehaviour {
 
     // Use this for initialization
     void Start () {
         PhotonNetwork.ConnectUsingSettings ("0.1");
         PhotonNetwork.logLevel = PhotonLogLevel.Full;
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 
     void OnGUI () {
         GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
     }
 
     void OnJoinedLobby () {
         PhotonNetwork.JoinRandomRoom ();
     }
 
     void OnPhotonRandomJoinFailed() {
         Debug.Log ("NO AVAILABLE ROOMS");
         PhotonNetwork.CreateRoom (null);
     }
 
     void OnJoinedRoom () {
         GameObject Player = PhotonNetwork.Instantiate ("Player", Vector3.zero, Quaternion.identity, 0);
         GameObject physCube = PhotonNetwork.Instantiate ("Cube", Vector3.zero, Quaternion.identity, 0);
         CharacterController controller = Player.GetComponent<CharacterController> ();
         controller.enabled = true;
     }
 }

Network Player

 using UnityEngine;
 using Photon;
  
 public class NetworkCharacter : Photon.MonoBehaviour
 {
     private Vector3 correctPlayerPos;
     private Quaternion correctPlayerRot;
  
     // Update is called once per frame
     void Update()
     {
         if (!photonView.isMine)
         {
             transform.position = Vector3.Lerp(transform.position, this.correctPlayerPos, Time.deltaTime * 5);
             transform.rotation = Quaternion.Lerp(transform.rotation, this.correctPlayerRot, Time.deltaTime * 5);
         }
     }
  
     void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
     {
         if (stream.isWriting)
         {
             // We own this player: send the others our data
             stream.SendNext(transform.position);
             stream.SendNext(transform.rotation);
  
         }
         else
         {
             // Network player, receive data
             this.correctPlayerPos = (Vector3)stream.ReceiveNext();
             this.correctPlayerRot = (Quaternion)stream.ReceiveNext();
         }
     }
 }

Here's my Photon View: Photon View

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