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Question by SlyGameStudios · Sep 22, 2016 at 10:59 PM · c#cameranetworkingmultiplayerfps

Networking Fps Cameras

ok so when i start the game it works fien but when a client joins the server it deletes the host camera and plays through the newest camera but the host still has control over his original player prefab. I have Camera and First Person Controller turned off inside unity

 using UnityEngine;
 using UnityEngine.Networking;
 
 public class SetupLocalPlayer : NetworkBehaviour {
 
 
     [SyncVar]
     public string pname = "player";
 
     void OnGUI()
     {
         if(isLocalPlayer)
         {
             pname = GUI.TextField (new Rect (25, Screen.height - 40, 100, 30), pname);
             if (GUI.Button (new Rect (130, Screen.height - 40, 80, 30), "Change")) 
             {
                 CmdChangeName (pname);
             }
         }
     }
         
     [Command]
     public void CmdChangeName(string newName)
     {
         pname = newName;
         this.GetComponentInChildren<TextMesh>().text = pname;
     }
         
     // Use this for initialization
     void Start () 
     {
         if(isLocalPlayer)
             GetComponent<FirstPersonCharacter>().enabled = true;
             GetComponent<Camera>().enabled = true;
 
             
     
     }
 
     void Update()
         {    
             this.GetComponentInChildren<TextMesh>().text = pname;
 
         }
         
 }
 

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avatar image SlyGameStudios · Sep 23, 2016 at 01:07 AM 0
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ok i got it from that to now both players are controlled by whatever window I'm using, doesn't matter host or client. please help

avatar image SlyGameStudios SlyGameStudios · Sep 23, 2016 at 12:48 PM 0
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do i need to add a 2nd camera? i thought that it would create a 2nd camera when the 2nd player spawned

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