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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 :)
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