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Question by BiggieAC · Mar 17, 2018 at 02:30 PM · networkingclientconnectionhost

Host and Client not Joining properly

When I join the host, a second instance of the player object is created. After that the host controls both of the instances at once and the client isn't in the same 'game' as the host. alt text

The client cannot control either of the instances, it appears they haven't joined the host, I was following a tutorial but it doesn't seem to have worked for me in the same way.

There is nothing to suggest that the host and client are connected apart from the Network Manager GUI saying connected.

The player Object has the Network Identity (With Local Player Authority Checked) and Network Transform Components.

void Update() { if (!isLocalPlayer) {return;} }

This is the only code the tutorial suggested to do a check for the player object that the client should be controlling. However it is separate from my movement control script, as it's in FixedUpdate.

If any one can help me find a way to connect the host and client properly, so that they are in the same game space, I would be very thankful, Cheers.

host-and-client-in-game-on-host.png (299.3 kB)
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avatar image hexagonius · Mar 17, 2018 at 08:27 PM 0
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of course every Unity callback needs that isLocalPlayer check if it concerns the local player specifically (input). FixedUpdate as well.

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