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Question by ht2k9 · Aug 19, 2015 at 08:17 AM · movementnetworkingplayer

Unity Network player left right not working

I am developing a multiplayer game using unity network , I am using the 2d robot character movement from the standard asset , after implemnting camera and character controls I got a problem when the player prefab move right or left in 2d , the animations is all right but the problem lies fliping the player , it shows only in the client view . I tried several solutions like using Network view with the player rigidbudy or using [Command] , but none of them is working. here is the code I am using for the player:

 using System;
 using UnityEngine;
 using UnityEngine.Networking;
 
 namespace UnityStandardAssets._2D
 {
     public class PlatformerCharacter2D : NetworkBehaviour
     {
         [SerializeField] private float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
         [SerializeField] private float m_JumpForce = 400f;                  // Amount of force added when the player jumps.
         [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
         [SerializeField] private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
         [SerializeField] private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character
         Vector3 theScale ;
         private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
         const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
         private bool m_Grounded;            // Whether or not the player is grounded.
         private Transform m_CeilingCheck;   // A position marking where to check for ceilings
         const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
         private Animator m_Anim;            // Reference to the player's animator component.
         private Rigidbody2D m_Rigidbody2D;
         private bool m_FacingRight = true;  // For determining which way the player is currently facing.
 
         private void Awake(){
             // Setting up references.
             m_GroundCheck = transform.Find("GroundCheck");
             m_CeilingCheck = transform.Find("CeilingCheck");
             m_Anim = GetComponent<Animator>();
             m_Rigidbody2D = GetComponent<Rigidbody2D>();
         }
         
         private void FixedUpdate()
         {
             m_Grounded = false;
 
             // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
             // This can be done using layers instead but Sample Assets will not overwrite your project settings.
             Collider2D[] colliders = Physics2D.OverlapCircleAll (m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
             for (int i = 0; i < colliders.Length; i++) {
                 if (colliders [i].gameObject != gameObject)
                     m_Grounded = true;
             }
             m_Anim.SetBool ("Ground", m_Grounded);
 
             // Set the vertical animation
             m_Anim.SetFloat ("vSpeed", m_Rigidbody2D.velocity.y);
             transform.localScale = theScale;
 
             if (isLocalPlayer) {    
             Vector3 pos = transform.position;
             pos.z = -10;            
             Camera.main.transform.position = pos;    
            }
         }
         public void Move(float move, bool crouch, bool jump)
         {
             // If crouching, check to see if the character can stand up
             if (!crouch && m_Anim.GetBool("Crouch"))
             {
                 // If the character has a ceiling preventing them from standing up, keep them crouching
                 if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
                 {
                     crouch = true;
                 }
             }
 
             // Set whether or not the character is crouching in the animator
             m_Anim.SetBool("Crouch", crouch);
 
             //only control the player if grounded or airControl is turned on
             if (m_Grounded || m_AirControl)
             {
                 // Reduce the speed if crouching by the crouchSpeed multiplier
                 move = (crouch ? move*m_CrouchSpeed : move);
 
                 // The Speed animator parameter is set to the absolute value of the horizontal input.
                 m_Anim.SetFloat("Speed", Mathf.Abs(move));
 
                 // Move the character
                 m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
 
                 // If the input is moving the player right and the player is facing left...
                 if (move > 0 && !m_FacingRight)
                 {
                     // ... flip the player.
                     CmdFlip();
                 }
                     // Otherwise if the input is moving the player left and the player is facing right...
                 else if (move < 0 && m_FacingRight)
                 {
                     // ... flip the player.
                     CmdFlip();
                 }
             }
             // If the player should jump...
             if (m_Grounded && jump && m_Anim.GetBool("Ground"))
             {
                 // Add a vertical force to the player.
                 m_Grounded = false;
                 m_Anim.SetBool("Ground", false);
                 m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
             }
 
         }
         private void CmdFlip()
         {
             // Switch the way the player is labelled as facing.
             m_FacingRight = !m_FacingRight;
             // Multiply the player's x local scale by -1.
             theScale= transform.localScale;
             theScale.x *= -1;
             transform.localScale = theScale;
         }
     }
 }

so basicly my question is how to show the movement(CmdFlip) right and left to other players not only the client.

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avatar image ht2k9 · Aug 19, 2015 at 02:55 PM 0
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I think the problem is that the CmdFlip is not synchrozing on the server , I tried [Rpc] but it gets me error says there is no connection to client , I tried [Command] but it shows in 1 screen and it bugs a lot when facing deriction , last I tried "seanr" suggestion [ClientRpc] but it seems to work in 1 screen (the host's screen)

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Answer by SoulRider · Aug 19, 2015 at 02:04 PM

I can't answer your question with code directly, but could you broadcast a network message to all clients advising of the flip?

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Answer by seanr · Aug 19, 2015 at 02:31 PM

localScale is not synchronized by the NetworkTransform. Maybe use a ClientRpc call to set the localScale.

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avatar image ht2k9 · Aug 19, 2015 at 02:41 PM 0
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I tried it , it kinda worked , in the host screen the players and the host turns in the facing deriction (left , right) but in the other player screen it doesn't

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