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Question by habssun · Oct 28, 2019 at 07:11 PM · camera2d gamemultiplayer-networking

Camera in untiy2D mulitplayer/networking

so i spent my day looking for a solution but nothing seems working.. what am i doing wrong ? i had thhe player as a prefab and everytime the second player spawns the camera ignore the first plyaer here is camera Code:

 public class CameraFollow : NetworkBehaviour {
 
     public float interpVelocity;
     public float minDistance;
     public float followDistance;
     public GameObject target;
     public Vector3 offset;
     Vector3 targetPos;
     // Use this for initialization
     void Start () {
         targetPos = transform.position;
     }
     
     // Update is called once per frame
     void FixedUpdate () {
         
         if(isLocalPlayer){
         if (target)
         {
         
             Vector3 posNoZ = transform.position;
             posNoZ.z = target.transform.position.z;
 
             Vector3 targetDirection = (target.transform.position - posNoZ);
 
             interpVelocity = targetDirection.magnitude * 5f;
 
             targetPos = transform.position + (targetDirection.normalized * interpVelocity * Time.deltaTime); 
 
             transform.position = Vector3.Lerp( transform.position, targetPos + offset, 0.25f);
 
         }
       }else
       return;
     }
 }
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Best Answer

Answer by habssun · Oct 29, 2019 at 02:42 PM

i found a soultion, just add this code to my player:

 public class CameraCheck : NetworkBehaviour
 {
     // Start is called before the first frame update
     public Camera cam;
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
        if(isLocalPlayer){
        
        
        }else{
         cam.enabled = false;
         }
     }
 }
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