How to make per-client camera track a rolling ball in UNET
I have followed the Roll-A-Ball tutorial and will make it to multiplayer with UNET. I group the camera and player (rolling ball) into a single gameobject (use same parent). I have to move the controller script to the parent and leave the old one just a mesh and make the camera track the mesh.
The result is that the camera rolling along with a ball. In Single Player, it should separate camera and player and connect them with script, but the player prefab slot in NetworkManager only exist one, so I have to group them anyway.
I have try an alternative way that use just a main camera like ' move ' example in this link
http://forum.unity3d.com/threads/unet-sample-projects.331978/
I seems work fine, but when I use method like Camera.WorldToScreenPoint(position), it use the main camera of the server.
Any idea to solve this issue? Thanks in advance.