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Question by Hathakas · Jan 08, 2017 at 06:59 PM · networkinginputnetworkplayer

How do I store input of another player over the network?

Hello,

So I've got this to work, and each player is able to control their own gameobject.

   if (isLocalPlayer)
         {
 
 
             movex = Input.GetAxis("Horizontal");
             movey = Input.GetAxis("Vertical");
             rb.velocity = new Vector2(movex * Speed, movey * Speed);
         }

I'd like to do something like this but not sure how:

   if (!isLocalPlayer)
         {
 
 
             movex = player2.Input.GetAxis("Horizontal");
             movey = player2.Input.GetAxis("Vertical");
             rb.velocity = new Vector2(movex * Speed, movey * Speed);
         }

The game is going to be 2 player, but possibly 4 player later on, so it would be nice if I can get the input information from like playerID or whatever the network version of that is lol.

I'm super new to the networking thing.

I tried using the NetworkTransform and got it to work, apart from not being as smooth as I had hoped. I want to try having the local computer calculate both player's rigidbodies.

Thanks a lot!

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Answer by Vaidoras · Jan 08, 2017 at 08:25 PM

Instead of sending Player2 input to Player1 so that player 1 can calculate the change vector, just sync that vector to the server, the other clients can read it and apply it to the rigid body.

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avatar image Hathakas · Jan 08, 2017 at 09:20 PM 0
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Thanks for the answer, the problem I'm having is that my player(a car, with about 8 rigidbodies) uses physics to move. When I tried syncing all the rigidbodies, or even the transforms, it looks really bad. So I thought it would be easier to only sync the inputs.

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