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Question by Moritz89 · Oct 04, 2016 at 12:02 PM · unity 5network

Handling GameObject by Server and Client (Network Manager)

Hello, I want to create a Cardboard-App, where you can see around by cardboard and walk with a game controller. I realized that by wireless lan. The player is a Network-Object. The server (my computer) gets the controller-input and send it to the client (smartphone), whereas the client tracks the head-movement (because I dont want to connect my smartphone directly with the controller via usb). Now I want to send the head position to the server, to walk with the controller along the direction of the head. That's a huge problem for me, because either the client can controll the player object or vice versa, but not both participants can controll it. I tried to use the deprecated RPC-Calls, too. Thank you for answers! alt text

     void MovementManagement(float horizontal, float vertical, bool sneaking)
     {
 
         if(!isServer)
         {
     
             if (isLocalPlayer) {
                 transform.Rotate(new Vector3(0,Input.GetAxis("Mouse X")*3,0));
             }
 
             return;
         }
 
         anim.SetBool (hash.sneakingBool, sneaking);
         if (horizontal != 0f || vertical != 0f) {
 
             anim.SetFloat (hash.speedFloat, 5.5f, speedDampingTime, Time.deltaTime);
 
             transform.position += (transform.forward * vertical + transform.right * horizontal ) * speed;
 
         } else {
             anim.SetFloat (hash.speedFloat, 0f);
         }
 
 
     }

networkproblem.png (107.9 kB)
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Answer by Moritz89 · Oct 04, 2016 at 12:55 PM

Input.GetAxis("Mouse X") stands for the head-position. It's just for test, sry I forget to mention that.

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