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Question by Norham · Aug 02, 2014 at 03:21 PM · errorphotonididentifier

Photon Problem

I get the following bug with PUN, when another player joins the room it`s like it`s the same player as the first, i mean the first player starts experiencing moving true walls randomly without touching the keyboard. Everything else is working great, this is the only problem i have. I was tinking maybe i need to give a separate series to each player, i mean like an ID... Any ideas ?

Screenshoot Here : https://www.dropbox.com/s/duo0agnditx41xd/Screenshot%202014-08-02%2016.54.10.png

and the game manager script :

 public class AU_GameManager extends Photon.MonoBehaviour {
     
     var myCustomProp : String;
     
     var connectedPlayerList : Array = new Array(PhotonPlayer);
     private var playerName : String;
     var levelCamera : Camera;
     var audioListener : AudioListener;
     var pv : PhotonView;
     var allSpawnPoints : GameObject[];
     
     
     @HideInInspector
     var playerInGame : boolean;
     
     function Awake () {
         PhotonNetwork.isMessageQueueRunning = true;
         playerName = PhotonNetwork.player.name;
     
 //Example how to use custom properties.    
 //Set:
         //var setCustomProp : ExitGames.Client.Photon.Hashtable = new ExitGames.Client.Photon.Hashtable();
         //setCustomProp.Add("MyString", myCustomProp);
         //PhotonNetwork.room.SetCustomProperties(setCustomProp);
 //Get:        
         myCustomProp = PhotonNetwork.room.customProperties["MyString"]; 
     }    
     
     function SpawnPlayer(){
 
         var spawnPoint : GameObject = allSpawnPoints[Random.Range(0, allSpawnPoints.Length)]; 
         var nPlayer : GameObject = PhotonNetwork.Instantiate("soldier3rdPersonRed", spawnPoint.transform.position, spawnPoint.transform.rotation, 0);
         
         if(playerInGame == false){
 //            nPlayer.GetComponent("PlayerConfig").LocalPlayer(); 
             nPlayer.name = playerName;
             LevelCamera(false);
             playerInGame = true;
         }    
     }    
     
     function LevelCamera(action : boolean){
         levelCamera.enabled = action;
         audioListener.enabled = action;
     }
     
     
 ///////////////////////////    
 //    Photon Functions
 ///////////////////////////    
 
     
     function OnLeftRoom () {
         Debug.Log ("*** OnLeftRoom ().....    Called once the local user left a room.");
         LeftRoom();
     }
     
     function OnDisconnectedFromPhoton () {    
         Debug.Log ("*** OnDisconnectedFromPhoton ().... Called after disconnecting from the Photon server. In some cases, other events are sent before OnDisconnectedFromPhoton is called.");
         LeftRoom();
     }
     
     function LeftRoom(){
         PhotonNetwork.isMessageQueueRunning = false;
         Application.LoadLevel ("MainMenu");
     }
         
     function OnPhotonPlayerConnected () {
         Debug.Log("***  OnPhotonPlayerConnected().....   Player Connected.");
     }
 }        

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avatar image tobiass · Aug 04, 2014 at 08:32 AM 0
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It might be that your control script is running on all instances of everyone's character (your own and on the character that another player instantiated).

In the $$anonymous$$arco Polo Tutorial I describe a similar problem and a solution. $$anonymous$$aybe that helps.

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