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Question by AbsinthePie · Dec 22, 2015 at 08:56 AM · networkingsprite2d-platformerclient-server

Flipping sprites in Multiplayer doesn't flip host

Hello.

I'm working on a small multiplayer 2d platformer game. I've managed to get it to replicate animations, movement and flipping sprites across network, but I have a bug I can't get my head around. The code for flipping sprites works perfectly for the host - he can see other players switch sides when turning left or right, but everyone else cannot see the host flip. Also the third player cannot see the second player turn etc. Something is not right and it would be great if someone could take a look at my code.

Code in main Player script:

 if (input.x > 0 && !facingRight)
         {
             FlipSprite();
             GetComponent<Player_SyncPosition>().FlipSprite();
         }
         else if (input.x < 0 && facingRight)
         {
             FlipSprite();
             GetComponent<Player_SyncPosition>().FlipSprite();
         }

Code in an additional NetworkBehaviour script on the player:

  [ClientCallback]
     public void FlipSprite()
     {
         
         if (isLocalPlayer)
         {
             CmdFlip();
         }
     }
     [Command]
     void CmdFlip()
     {
         if (!isLocalPlayer)
         {
             print("Switching sides");
             facingRight = !facingRight;
             Vector3 SpriteScale = GetComponent<Transform>().localScale;
             SpriteScale.x *= -1;
             GetComponent<Transform>().localScale = SpriteScale;
         }
     }



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Answer by AbsinthePie · Jan 05, 2016 at 08:15 AM

I experienced a whole variety of different problems (moving backwards etc.) and this is working:

Player: Player_SyncPosition syncPos;

 void Awake()
     {
         syncPos = GetComponent<Player_SyncPosition>();
     }
 
 void Update()
 {
  if ((input.x > 0 && !facingRight) || (input.x < 0 && facingRight))
         {
             facingRight = !facingRight;
             syncPos.CmdFlipSprite(facingRight);
         }
 }

Player_SyncPos

 [SyncVar(hook = "FacingCallback")]
     public bool netFacingRight = true;
 
 [Command]
     public void CmdFlipSprite(bool facing)
     {
         netFacingRight = facing;
         if (netFacingRight)
         {
             Vector3 SpriteScale = transform.localScale;
             SpriteScale.x = 1;
             transform.localScale = SpriteScale;
         }
         else
         {
             Vector3 SpriteScale = transform.localScale;
             SpriteScale.x = -1;
             transform.localScale = SpriteScale;
         }
     }
 
     void FacingCallback(bool facing)
     {
         netFacingRight = facing;
         if (netFacingRight)
         {
             Vector3 SpriteScale = transform.localScale;
             SpriteScale.x = 1;
             transform.localScale = SpriteScale;
         }
         else
         {
             Vector3 SpriteScale = transform.localScale;
             SpriteScale.x = -1;
             transform.localScale = SpriteScale;
         }
     }
 

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avatar image Daro8590 · Jun 02, 2016 at 05:11 AM 0
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It works nice for me! Thanks! :) In my case, i used those functions over my player movement script. Just to be curious, are you using another class "Player_SyncPosition" to do this? or is that a part of another class?

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Answer by NinjaISV · Dec 22, 2015 at 05:29 PM

I can see the problem already. In the FlipSprite() function you check to make sure that this is the local player by using an if statement that has isLocalPlayer in it. Then in the CmdDlip() function, you check to make sure it is not the local player by using an if statement that says !isLocalPlayer this will prevent the function from ever being called.

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