Why do the other players stay at the origin?
I'm trying to make a multiplayer FPS using Photon Unity Networking, and I'm following the Merry Fragmas tutorial (with some of my own things added in). The first person aspect works fine, but when there are multiple players in the game, each player sees the others as stationary at the origin, even when they move.
Answer by mitshah97 · Jan 08, 2018 at 12:57 PM
To synchronize the position & rotation of transform you have to add a component called photon view on that object & make sure you have added Photon Transform View and added it to the observed components.That makes your object synchronized! over the network to every client.
Look at below image for reference:

I tried this, and I'm getting two errors:
Assertion failed on expression: '!CompareApproximately(aScalar, 0.0F)'
UnityEngine.Quaternion:Lerp(Quaternion, Quaternion, Single)
<UpdateData>c__Iterator0:$$anonymous$$oveNext() (at Assets/Scripts/PlayerNetwork$$anonymous$$over.cs:38)
UnityEngine.SetupCoroutine:Invoke$$anonymous$$oveNext(IEnumerator, IntPtr)
and (sorry for the length):
IndexOutOfRangeException: Array index is out of range.
PhotonStream.ReceiveNext () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonClasses.cs:1069)
PhotonTransformViewPositionControl.DeserializeData (.PhotonStream stream, Photon$$anonymous$$essageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/Views/PhotonTransformViewPositionControl.cs:222)
PhotonTransformViewPositionControl.OnPhotonSerializeView (Vector3 currentPosition, .PhotonStream stream, Photon$$anonymous$$essageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/Views/PhotonTransformViewPositionControl.cs:200)
PhotonTransformView.OnPhotonSerializeView (.PhotonStream stream, Photon$$anonymous$$essageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/Views/PhotonTransformView.cs:123)
PhotonView.ExecuteComponentOnSerialize (UnityEngine.Component component, .PhotonStream stream, Photon$$anonymous$$essageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:532)
PhotonView.DeserializeComponent (UnityEngine.Component component, .PhotonStream stream, Photon$$anonymous$$essageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:378)
PhotonView.DeserializeView (.PhotonStream stream, Photon$$anonymous$$essageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:363)
NetworkingPeer.OnSerializeRead (System.Object[] data, .PhotonPlayer sender, Int32 networkTime, Int16 correctPrefix) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:4347)
NetworkingPeer.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2598)
ExitGames.Client.Photon.PeerBase.Deserialize$$anonymous$$essageAndCallback (System.Byte[] inBuff)
ExitGames.Client.Photon.EnetPeer.DispatchInco$$anonymous$$gCommands ()
ExitGames.Client.Photon.PhotonPeer.DispatchInco$$anonymous$$gCommands ()
PhotonHandler.Update () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:157)
It seems like you have implemented an Onserilizable method of IPunObservable interface and trying to send and receive data via that method. An error shows that there must be some issue with sending and receiving data via that method most probably it is that Quaternion cannot be serialized and you can not send it via this method.
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