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Unet: render object for remote client, but not local
Good day. I'm using Unity 5.6.1 and Unet, and I'm wondering, if there is a way to avoid rendering of a specific object for local client, but keep rendering it for all of the remote clients? Reason for doing this is that I've got new player models recently, and they mess up with my camera, i.e. my camera is inside my model. I would like to keep my camera where it is as moving it out of the model would create a whole new dimension of bugs. So, is it possible to do something like I've described? My main Game Object, which holds all the scripts for the player, has Network Transform on it and object hierarchy as below:
--- Player ←---- main Game Object with Network Transform attached
├ PlayerGraphics ←---- parent Game Object for all graphics
|-- GraphicsShadowCaster ←---- "invisible" object that will cast shadows for local player
|-- ActualGrapics ←---- graphics I want to render for remote players only
├ PlayerCamera ←---- camera, that renders everything except weapon layer
|-- WeaponCamera ←---- camera, that renders weapon only
└-- WeaponHolder ←---- point to spawn weapons
I feel like I'm using a similar technique with weapons, only in reversed order. Weapons are being drawn differently for local and remote players, so from local player's perspective they are on one layer, but for others - they are not. I've tried similar thing with player graphics, but it's layer gets synchronized somehow. Any hint would be appreciated!
you could check wether the owner of the gameobject is the local player and then disable it or disable the renderer-component of it
Well, I'm not sure why, but disabling renderer by condition you've suggested worked out for me. I've tried disabling renderer component before, but without checking if player is local or not and it didn't get the job done. That was a reason I thought it wouldn't make a difference for me to try out you suggestion. But it is actually working, thank you! If you can rewrite your comment as an answer, I'll mark it.
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