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Question by NeoTalon · Jul 29, 2017 at 02:52 PM · c#cameranetworkingplayer

Multiplayer Game Player Camera not Working

I am trying to create a multiplayer game with two players where each requires their own camera. The can't simply be parented to the player because I don't want Player rotation to affect the camera.

Right now it works when there is one host and no clients. When there is both a host and client, the cameras follow the client player in both games.

I have looked about and have found results such as http://answers.unity3d.com/questions/1157437/making-my-camera-follow-player-in-multiplayer.html where I used jah0's reply as a starting point but I seem to have gotten stuck

I also looked at https://forum.unity3d.com/threads/network-camera-multiplayer.73162/ and some info on the API https://docs.unity3d.com/ScriptReference/Network.OnNetworkInstantiate.html

Here is the code I am currently using

 using UnityEngine;
 
 public class CameraFollow : MonoBehaviour {    
     public Transform playerTransform; //always gets the same player, use an array instead
     public int depth = 8;
     public int height = 10; //y component
 
     // Update is called once per frame
     void Update() {
         if (playerTransform != null) {
             transform.position = new Vector3(playerTransform.position.x - depth, height, 0);
         }
     }
 
     public void SetTarget(Transform target) {
         playerTransform = target;
     }
 }

 

Here is what I'm doing with the player (excerpt)

 public override void OnStartLocalPlayer() {
         Camera.main.GetComponent<CameraFollow>().SetTarget(gameObject.transform);
 }

I appreciate any and all help.

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Answer by weimaraner · Aug 09, 2017 at 04:06 PM

I found out that it helps to deactivate and reactivate the new spawned camera in OnStartLocalPlayer().

 public override void OnStartLocalPlayer() {
         Invoke ("ReactivateCam", 0.5f);
     }
 
     void ReactivateCam(){
         this.gameObject.GetComponentInChildren<Camera> ().enabled = false;
         this.gameObject.GetComponentInChildren<Camera> ().enabled = true;
     }

I don't know why, but at my project it only worked when I had a bit of delay (Invoke...).

Hope this helped...

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Answer by apachesquirrel · Aug 09, 2017 at 04:20 PM

I think you need to look into IsLocalPlayer in order to check that scripts which control your character, and associated camera is only running on the client instance.

https://www.youtube.com/watch?v=ywbdVTRe-aA

This is an old video, but it will show you how to convert a single player into multiplayer game, including cam tracking.

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