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Question by arjwolf1 · Jan 26, 2017 at 08:45 AM · networkingmultiplayernetworkmultiplayer-networking

Flip Character Direction Networking

I have a simple platformer I am currently working on. I am relatively new to Unity been developing on Unity for the last 2 weeks.

The platformer itself is fine, my issues is with the network manager, I am having a difficulty sending a particular piece of information over the network.

Let me elaborate:

This is the code I use to flip the direction of my character in the

controls.cs

class

     Rigidbody playerbody;
     Animator animetor;
     bool playerDirectionRight;

     playerbody= GetComponent<Rigidbody>();
     animetor= GetComponent<Animator>();
     playerDirectionRight= true;

  void FixedUpdate()
     {
         float move = Input.GetAxis("Horizontal");
         animetor.SetFloat("speed", Mathf.Abs(move)); 
 
         playerbody.velocity = new Vector3(move * runSpeed, playerbody.velocity.y, 0); 
 
         if(move>0 && !playerDirectionRight)
         {
             Flip();
         }
         else if(move<0 && playerDirectionRight)
         {
             Flip();
         }
     }
 
     void Flip()
     {
         playerDirectionRight= !playerDirectionRight;
         Vector3 theScale = transform.localScale;
         theScale.z *= -1;
         transform.localScale = theScale;
     }

This works fine in my local client, the character changes(Flips) directions. However this does not work in multiplayer as I do not pass this in my network manager in any way.

In my networking I have my controls:

 public class PlayerNetworkSetup : NetworkBehaviour {
 
     public override void OnStartLocalPlayer()
     {
         GetComponent<controls>().enabled = true;
 }

I am able to see both of my characters move positions in their own local clients, but when I move player1 from left to right player2 is not able to see the Flip() take place. How could I possibly transmit this Flip() over the network?

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