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Question by gnappoabbonato · Jan 27, 2018 at 05:05 PM · multiplayercontrols

button action in the same controller for local muiltiplayer,Instantiate button action for local multiplayer

Hi guys! i'm trying to use the same script adding to different players. I've been creating a simple game like the "space shooter tutorial" and i'm trying to add a local multiplayer and testing the game with 2 ships. I've got a playerControler which define the joypad controls for the movement of each whip. It works so i'm trying to add the same thing for the shoot button however when i press the button both the ships shoot!

I used the "tag" string to indentify the ship and for movement works but not for shot.

Here the script:

[System.SerializableAttribute] public class Boundary { public float xMin, xMax, zMin, zMax; }

public class PlayerController : MonoBehaviour {

 public float speed;
 public float tiltX;

 public Boundary boundary;

 public GameObject shot;
 public Transform shotSpawn;


 void Update () {
     if (Input.GetButtonDown("Fire1 " + tag)) **//**DON'T WORKS****
     {
         Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
     }
 }

 private void FixedUpdate()
 {
         SetPlayerData(tag); **//**WORKS****
 }

 private void SetPlayerData (string tag)
 {
     float moveVertical = Input.GetAxis("Vertical " + tag); 
     float moveOrizontal = Input.GetAxis("Horizontal " + tag);

     Vector3 movement = new Vector3(moveOrizontal, 0.0f, moveVertical);
     Rigidbody rigidbody = GetComponent<Rigidbody>();

     rigidbody.velocity = movement * speed;

     rigidbody.position = new Vector3(
         Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax),
         0.0F,
         Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax)
     );

     rigidbody.rotation = Quaternion.Euler(0.0f, 0.0f, -(rigidbody.velocity.x * tiltX));
 }

}

I'm sorry i'm a very beginner. Thanks in advance,Hi guys! i'm trying to use the same script adding to different players. I've been creating a simple game like the "space shooter tutorial" and i'm trying to add a local multiplayer and testing the game with 2 ships. I've got a playerControler which define the joypad controls for the movement of each whip. It works so i'm trying to add the same thing for the shoot button however when i press the button both the ships shoot!

I used the "tag" string to indentify the ship and for movement works but not for shot.

Here the script:

[System.SerializableAttribute] public class Boundary { public float xMin, xMax, zMin, zMax; }

public class PlayerController : MonoBehaviour {

 public float speed;
 public float tiltX;

 public Boundary boundary;

 public GameObject shot;
 public Transform shotSpawn;

 //public float fireRate;
 //private float nextFire = 0.5F;
 
 // Update is called once per frame
 void Update () {
     if (Input.GetButtonDown("Fire1 " + tag)) **//**DON'T WORKS****
     {
         Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
     }
 }

 private void FixedUpdate()
 {
         SetPlayerData(tag); **//**WORKS****
 }

 private void SetPlayerData (string tag)
 {
     float moveVertical = Input.GetAxis("Vertical " + tag); 
     float moveOrizontal = Input.GetAxis("Horizontal " + tag);

     Vector3 movement = new Vector3(moveOrizontal, 0.0f, moveVertical);
     Rigidbody rigidbody = GetComponent<Rigidbody>();

     rigidbody.velocity = movement * speed;

     rigidbody.position = new Vector3(
         Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax),
         0.0F,
         Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax)
     );

     rigidbody.rotation = Quaternion.Euler(0.0f, 0.0f, -(rigidbody.velocity.x * tiltX));
 }

}

I'm sorry i'm a very beginner. Thanks in advance

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Answer by gnappoabbonato · Jan 27, 2018 at 05:15 PM

I'm sorry! i've just resolved! :-)

i did'n know that in the inputManager i had to specify the number of the joypad in "Positive Button"! (ex. joystick 1 button 0).

Thanks for evereything! sorry again

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