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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);
     }
 
 }
 

alt text

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