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Question by RainKiller27 · Jan 23, 2016 at 01:29 AM · networkingphotonnetworkviewnetworkplayer

Can't see other player over the network

Hello I have all the other code in my other project that works fine, besides one line of code since it wouldn't work or I couldn't get it to work i'm trying to see and hear my other player in the server i'm using photon but I can't seem to see the other player here is the code hope someone can help me. Not sure why I can't fit the full code in but most of the stuff you need you can see.

**using UnityEngine; using System.Collections;

public class NetworkPlayer : Photon.MonoBehaviour {

 Vector3 realPosition = Vector3.zero;
 Quaternion realRotation = Quaternion.identity;

 bool gotFirstUpdate = false;
 
 void Update () {
     if( photonView.isMine ) {
         // Do nothing -- the Network_Character is moving us
     }
     else {
         transform.position = Vector3.Lerp(transform.position, realPosition, 0.1f);
         transform.rotation = Quaternion.Lerp(transform.rotation, realRotation, 0.1f);
     }
 }
 
 void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
     
     if(stream.isWriting) {
         //this is our player. we neeed to send out actual position to the network.
         
         stream.SendNext(transform.position);
         stream.SendNext(transform.rotation);
     }
     else {
         //this is someone else's player. we need to receive their position (as of a few
         //millisecond age, and update out version of that player
         
         // Right now, "realPoistion" holds the other person's position at the lst frame.
         //Instead of simply updating "realPosition" and continuing to lerp,
         //we may want to se our transform.positon to immediately to this old "realPosition"
         
         
         realPosition = (Vector3)stream.ReceiveNext();
         realRotation = (Quaternion)stream.ReceiveNext();
         
         
         if(gotFirstUpdate == false) {
             transform.position = realPosition;
             transform.rotation = realRotation;
             gotFirstUpdate = true;
         }
     }
 }

}**

**using UnityEngine; using System.Collections;

public class NetworkCore : MonoBehaviour {

 public string roomName = "default";

 public string playerPrefabName = "player";

 public Transform spawnPoint;

 void Start () {
     PhotonNetwork.ConnectUsingSettings ("v1.0");
 }
 

 void Update () {
 
 }

 void OnGUI() {
     GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
 }
 
 void OnJoinedLobby() {
     RoomOptions roomOptions = new RoomOptions () { isVisible = false, maxPlayers = 4 };
     PhotonNetwork.JoinOrCreateRoom(roomName, roomOptions, TypedLobby.Default);
 }

 void OnJoinedRoom() {
     Spawn ();
 }

 void Spawn() {
     GameObject player = (GameObject)PhotonNetwork.Instantiate (playerPrefabName, spawnPoint.position, spawnPoint.rotation, 0);

     CharacterController controller = player.GetComponent<CharacterController>();
     controller.enabled = true;
     player.transform.FindChild ("Camera").gameObject.SetActive (true);
 }

}


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