Unity UNet Correct Usage, Unity 5.4 Beta
Hiya everyone, I'm causticlasagne.
I've recently been working on a project of mine which features full multiplayer over LAN and Online, but I can't get it to work the way I want it to.
So basically what I have at the moment is a player package that is instantiated by the networkmanager and then unpacks itself and destroys all unnecessary packaging for initialization, I also have a terrain that randomly generates terrain features and trees.
The Issue: When Player 1 starts a host and client, everything works fine, so long as they are the only player. But when another player joins, they don't get a copy of player1 and can't see them, or even a copy of the host scene. When player2 joins they instantiate a copy of themselves into player1's scene and go about their business without the server. This will also happen for subsequent players, 3,4,5,6... will do the same as player 2.
So, does anybody know how to properly setup a Server / Client based system, I've seen plenty of tutorials online about disabling components and whatnot, but they don't go into depth.
I just don't understand how to make a proper client and server syncing system.
If you need to see more details, just ask.
CausticLasagne