- Home /
Host and Client not Joining properly
When I join the host, a second instance of the player object is created. After that the host controls both of the instances at once and the client isn't in the same 'game' as the host.
The client cannot control either of the instances, it appears they haven't joined the host, I was following a tutorial but it doesn't seem to have worked for me in the same way.
There is nothing to suggest that the host and client are connected apart from the Network Manager GUI saying connected.
The player Object has the Network Identity (With Local Player Authority Checked) and Network Transform Components.
void Update() { if (!isLocalPlayer) {return;} }
This is the only code the tutorial suggested to do a check for the player object that the client should be controlling. However it is separate from my movement control script, as it's in FixedUpdate
.
If any one can help me find a way to connect the host and client properly, so that they are in the same game space, I would be very thankful, Cheers.
of course every Unity callback needs that isLocalPlayer check if it concerns the local player specifically (input). FixedUpdate as well.
Your answer
Follow this Question
Related Questions
Why is the command function not being called on the client? 0 Answers
Object not updating on host 1 Answer
Requesting data from server 1 Answer
how to find out if player hosted game 1 Answer
Change collider size in Networking 0 Answers