Question by
ineti · Apr 19, 2016 at 10:44 PM ·
multiplayer-networking
multi player game but the players does'nt see each other
hello I work on a multi player game my problem is that the players does'nt see each other !!! help please here is my script player's script , and the image repsent the player's inspector
using UnityEngine;
using System.Collections;
public class playercontrollermaloc : MonoBehaviour
{
private Animator anime;
PhotonView view;
// Use this for initialization
void Start()
{
view = GetComponent<PhotonView>();
anime = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (view.isMine == false) {
gameObject.GetComponent<playercontrollermaloc>().enabled = false;
gameObject.GetComponentInChildren<Camera>().enabled = false;
gameObject.GetComponentInChildren<GUILayer>().enabled = false;
gameObject.GetComponentInChildren<AudioListener>().enabled = false;
}
else
{
anime.SetFloat("Vspeed", Input.GetAxis("Vertical"));
//anime.SetFloat ("Hspeed",Input.GetAxis ("Horizontal"));
if (Input.GetButtonDown("jump"))
{
anime.SetBool("jumping", true);
Invoke("StopJumping", 0.1f);
}
if (Input.GetKey("left"))
{
transform.Rotate(Vector3.down * Time.deltaTime * 100.0f);
if ((Input.GetAxis("Vertical") == 0f) && (Input.GetAxis("Horizontal") == 0f))
{
anime.SetBool("left_turn", true);
}
}
else
{
anime.SetBool("left_turn", false);
}
if (Input.GetKey("right"))
{
float rotation = Input.GetAxis("Horizontal") * 100.0f;
//translation *= Time.deltaTime;
rotation *= Time.deltaTime;
//transform.Translate(0, 0, translation);
transform.Rotate(0, rotation, 0);
//transform.Rotate(0,Vector3.up * Time.deltaTime * 100.0f,0);
if ((Input.GetAxis("Vertical") == 0f) && (Input.GetAxis("Horizontal") == 0f))
{
anime.SetBool("right_turn", true);
}
}
else
{
anime.SetBool("right_turn", false);
}
if (Input.GetKey("right shift"))
{
anime.SetBool("run", true);
}
else
{
anime.SetBool("run", false);
}
}
}
void StopJumping() {
anime.SetBool("jumping", false);
}
}
inspector.png
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