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networking, online FPS player invisible to others after respawn
Hi there,
I am making an online first person shooter and everything seems to work just fine, until you respawn. then you can still see your own arms so you are there, but in all other clients you don't exist anymore.
when you get shot the player who got killed is destroyed using "Network.Destroy()" simultaneously a ragdoll-object is created with a respawn code:
using UnityEngine;
using System.Collections;
public class respawn : MonoBehaviour {
private Camera cam;
private float delay = 5f;
public GameObject spawnpoint;
public GameObject playerPrefab;
private bool spawned = false;
void Start () {
cam = GetComponentInChildren<Camera> ();
}
void Update () {
delay -= Time.deltaTime;
if(delay <= 0 && spawned == false && !networkView.isMine){
cam.enabled = false;
Network.Instantiate(playerPrefab, spawnpoint.transform.position, spawnpoint.transform.rotation, 0);
spawned = true;
}
}
}
The strange thing is that it does work halve of the time, but I really need it to work all of the time. I have been trying to solve this problem for a while now, but I can't seem to be able to do so. Also I couldn't find anything about this on the internet.
I hope you guys could help me out here.
thank you in advance.
The code you posted should work. Try setting up some flags to see on what clients the player is being spawned.
after some further testing I found out that sometimes in the beginning while spawning in the first time I get the same problem, and sometimes it spawns in two ins$$anonymous$$d of one(during respawn or in the beginning).
I'm starting to think that this might be a glitch of Unity. Does anyone know anything about this or are there any known glitches either with Networkview.Is$$anonymous$$ine or with Network.Instantiate?
EDIT: also while testing I only have one cient and one host.
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