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Question by Foberm · Apr 27, 2017 at 01:05 PM · cameranetworkingprefabmultiplayer

Give each client his own camera

I have a player prefab and in it a camera. I can initalize the prefab no problem, and have each client control it's object, but I fail at enabeling for each client the right camera.

Thanks in advance

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Answer by Icyteck01 · May 09, 2017 at 06:13 AM

Make another prefab for camera and atach it only if local player(not remote player)

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Answer by SteenPetersen · May 09, 2017 at 12:05 PM

@Foberm I take it you are networking your game? are you using the built in system? In that case it may be a bit different.

I wrote my own server code and when someone logs in they get a prefab that has an ID attributed to it by the server along with a character controller.

inside the character controller I find the cameras script, and pass it my ID so it knows who to follow:

         follow = GameObject.Find("CameraHolder").GetComponent<FollowPlayer>();
         thisPlayerId = this.gameObject.name;
         follow.SetTarget(thisPlayerId);

Then on the camera script I set its target to that ID:

     public void SetTarget(string e)
     {
         lookAt = GameObject.Find(e).GetComponent<Transform>();
     }

when loading in other players they get a similar prefab but without the character controller.

is this the sort of information you are looking for?

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avatar image SteenPetersen · May 09, 2017 at 12:10 PM 0
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I believe if you are using the built in system you can just type in start()

 if(!isLocalPlayer){
 return;
 }
 
 //code to instantiate a camera 


that way only the localplayer will get a camera.

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