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Question by liujch1998 · Mar 02, 2016 at 12:32 PM · cameranetwork

Trouble when creating camera for network clients

Hey guys,

Recently I am developing a multiplayer game based on network, and I have encountered a confusing problem. I want to have a camera for each client so that every client can have his own camera chasing their character. Because I noticed instantiating cameras with Network.Instantiate results in every client viewing with the same camera, I now use Object.Instantiate on each client app. However, although the server cannot see cameras on clients, the clients can still see each others'. So I wonder if there are solutions for:

a) each client can have their own object that no one else on the network can access or "see" on the scene;

or b) each client can set a particular depth for all the cameras he can "see" (that would also solve the problem)

Here's the essential code in Char0ControllerClient.Start ():

 if (Network.isClient) 
     cameraTransform = (Transform) Instantiate (cameraPrefab, Vector3.zero, Quaternion.identity); 

And here's what happens on the client when another client connects in: alt text

Thanks a lot!

qq20160229-0.png (184.5 kB)
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