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Question by mohaaaaamed · Sep 05, 2015 at 02:38 PM · photonnetworkviewpun

PUN problem controling only the other player

hello guys i am creating a small PUN game but i have this problem when i conect to room i dont control my player but i control one of the others players This is my PLayerMove Script :

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMove : Photon.MonoBehaviour 
 {
 
     public float WalkingSpeed = 10f;
     
     void Update()
     {
         if (photonView.isMine)
             InputMovement();
 
     }
     
     void InputMovement()
     {
         if (Input.GetKey(KeyCode.Z))
             GetComponent<Rigidbody>().MovePosition(GetComponent<Rigidbody>().position + Vector3.forward * WalkingSpeed * Time.deltaTime);
         
         if (Input.GetKey(KeyCode.S))
             GetComponent<Rigidbody>().MovePosition(GetComponent<Rigidbody>().position - Vector3.forward * WalkingSpeed * Time.deltaTime);
         
         if (Input.GetKey(KeyCode.D))
             GetComponent<Rigidbody>().MovePosition(GetComponent<Rigidbody>().position + Vector3.right * WalkingSpeed * Time.deltaTime);
         
         if (Input.GetKey(KeyCode.Q))
             GetComponent<Rigidbody>().MovePosition(GetComponent<Rigidbody>().position - Vector3.right * WalkingSpeed * Time.deltaTime);
     }
 }

In Photon View :

Owner Set at Run Fixed View Id Set at Runtime Observe options off Transform Serialisation ALL

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Answer by MT3 · Sep 09, 2015 at 02:08 AM

You can only control objects you "own" in the network scene... you must use the network instantiate methods provided by PUN for this. PUN allows you to instantiate objects you own as an individual player (giving you control over that object) and objects owned by the scene. When a scene is loaded PUN identifies objects in the scene as "scene objects", thus they are owned by the scene and not any individual player.

The PUN tutorials (available in the Unity Asset Store for free) are invaluable in gaining an understanding of PUN techniques. I highly recommend you spend a few days with them.

*additional note: A particular aspect to pay attention to, is that the movement input for "player" objects is usually "turned on" after the object is instantiated, meaning that your version of a "player" is controllable, while game objects (things you do not own) still have their movement input disabled. (implying that the movement script is disabled until after you instantiate the object.)

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