Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Jackmawer · Oct 18, 2015 at 01:39 PM · playernetworkphoton

Photon Player resets to 0,0,0

I'm sure I'm missing something trivial, but my player keeps resetting to 0,0,0. I know it's due to my NetChar script, which is meant to sync players accross the network. It seems actualPosition and actualRotation are not being set... Here's the code:

 using UnityEngine;
 using System.Collections;
  
 public class NetChar : Photon.MonoBehaviour
 {
     Vector3 actualPosition = Vector3.zero;
     Quaternion actualRotation = Quaternion.identity;
     Animator anim;
     
     //For initialization.
     void Start () {
         anim = GetComponent<Animator>();
         if(anim == null) {
             Debug.LogError ("Animator is missing on player prefab.");
         }
     }
     
     //Called once every frame.
     void Update () {
         if (photonView.isMine) {
             //Do nothing, our player is already being controlled by our other scripts.
         } else {
             //This player isn't ours, so let's update it.
             transform.position = Vector3.Lerp(transform.position, actualPosition, 0.1f);
             transform.rotation = Quaternion.Lerp(transform.rotation, actualRotation, 0.1f);
             
         }
     }
     public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
     {
         if (stream.isWriting)
         {
             // We own this player: send the others our data
             stream.SendNext(transform.position);
             stream.SendNext(transform.rotation);
             stream.SendNext(anim.GetFloat("Walk"));
             stream.SendNext(anim.GetFloat("Turn"));
             stream.SendNext(anim.GetFloat("Run"));
             stream.SendNext(anim.GetBool("Jump"));
         }
         else
         {
             // Network player, receive data
             actualPosition = (Vector3)stream.ReceiveNext();
             actualRotation = (Quaternion)stream.ReceiveNext();
             anim.SetFloat("Walk", (float)stream.ReceiveNext());
             anim.SetFloat("Turn", (float)stream.ReceiveNext());
             anim.SetFloat("Run", (float)stream.ReceiveNext());
             anim.SetBool("Jump", (bool)stream.ReceiveNext());
         }
     }
 }

Thanks in advance :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Bullet wont collide for the other player (PHOTON+UNITY) 1 Answer

Photon Networking - Destroy gameobject through the network 1 Answer

Photon Network Health Script 0 Answers

How can I get PhotonPlayer GameObject 0 Answers

Network view not attached 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges