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Question by WildMissingNo · Apr 02, 2015 at 06:04 PM · multiplayermultiplayer-networkingfps controllernetworkview

Network FPS Input Controller problem

For my multiplayer game, I use a modified version of the FPS Input Controller script which adds this to the beginning of the update function:

 if(networkView.isMine)
 {
 
 }

The problem is, when I run a client which joins the server, it ends up controlling the other character. How do I fix this?

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Answer by Pfrimel · Jul 26, 2016 at 09:40 AM

Lost hours of trying to solve this problem myself. :-(

For now it seems I have a working solution - at least for my testproject :-)

1. Inherit class FirstPersonController from NetworkBehaviour (needs using UnityEngine.Networking;)
2. In Start() only do all initialization "if (isLocalPlayer)"
In the else-Branch put:
GetComponentInChildren().enabled = false;
GetComponent().enabled = false;
This line can also help:
Debug.Log("Start():" + this.GetComponent().netId + ", " + his.GetComponent().name + ", " + isLocalPlayer);
3. In Update() and FixedUpdate() also everything into a "if (isLocalPlayer)"
4. Add Network Identity to your FPSController, and check Local Player Authority
5. Add Network Transform to your FPSController. I think SyncMode Sync Transform is the correct one

But I'm still a newbie on unity, so use with caution. :-)

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