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Question by UEGUnequaled · May 30, 2011 at 10:32 PM · multiplayernetworkponglan

Multiplayer on LAN

Hi, I am currently creating a game that incorporates pong. My problem is networking, I have tried many different tutorials, codes, and trial and error. So far I have no problem with two people connecting to eachother. The problem is that when the players connect they control eachothers paddles at the same time, not their own.

I have tried a FPSRigidbodyAssign script that doesnt recognize the "FPSNetworkSynchronizer" inside of it, example below

using UnityEngine; using System.Collections; public class NetworkAssign : MonoBehaviour { void OnNetworkInstantiate( NetworkMessageInfo msg ) { //get the script that is sent over the network through the NetworkView FPSNetworkSynchronizer ns= (FPSNetworkSynchronizer)GetComponent(typeof(FPSNetworkSynchronizerNetworkSynchronizer)); if ( networkView.isMine ) { ns.enabled = false; } else { name += "(Remote++)"; ns.enabled = true; } } }

Another problem I have is lag, theres got to be a way to make the lag disappear when your connecting to one other person who happens to have a square paddle he brings to the game.

Basically, im having a lot of trouble with the networking, and I have no idea how people like Dice create Battlefield with a similar program(even though its a trillion times better than Unity) and have such great multiplayer.

I just dont know what to do to make this game work right, all I have left of the main part is just the multiplayer, please help me out :(

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Answer by zombience · Sep 06, 2012 at 08:50 PM

I'm not sure if this will help you out, but I found this tutorial on networking that I'm currently working through that seems to do the trick: https://vimeo.com/33996023#

I found your post because I too am having some troubles with LAN gaming. That tutorial is for internet gaming, but I believe it handles the individual player control problem.

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