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Question by melonlord · Jul 18, 2017 at 02:52 PM · networkingmultiplayercanvasmultiplayer-networking

How can i display networked player info on players canvas?

I have made a simple network-multiplayer game and want to display each players health, fitness, damage, etc.

When i try to do this, i end up displaying every players info over each other, so no one can actually see what their info is.

Here is a screenshot of 2 game instances: https://goo.gl/AWx3y4 that show what i mean.

The pause screen is working fine and is only displayed when a player hits escape. The others dont see this.

The "Player HUD" Code looks like this:

 var player:GameObject;
 var healthtext:UnityEngine.UI.Text;
 var healtbar:RectTransform;
 var extradamage:RectTransform;
 var fitness:RectTransform;
 var fitnessval:UnityEngine.UI.Text;


 function Start () {
  // if (!isLocalPlayer) return;
     healthtext.text="HP "+player.GetComponent(Player).health;
     healtbar.localScale=new Vector3(player.GetComponent(Player).health/100.0f,1,1);
     if(player.GetComponent(Player).damageModifier>1) extradamage.localScale=new Vector3(1,1,1);
     else extradamage.localScale=new Vector3(0,0,0);
     fitnessval.text="HP "+player.GetComponent(Player).fitness;
 }

 function Update () {
      //if (!isLocalPlayer) return;
     healthtext.text="HP "+player.GetComponent(Player).health;    
     healtbar.localScale=new Vector3(player.GetComponent(Player).health/100.0f,1,1);
     if(player.GetComponent(Player).damageModifier>1) extradamage.localScale=new Vector3(1,1,1);
     else extradamage.localScale=new Vector3(0,0,0);
     fitnessval.text=""+player.GetComponent(Player).fitness;
     fitness.localScale=new Vector3(    player.GetComponent(Player).fitness/100.0f,
                                     player.GetComponent(Player).fitness/100.0f,
                                     player.GetComponent(Player).fitness/100.0f);

 }

As you can see, it is just some RectTransforms, the Player Object and Text. I would have liked to keep the scaling/hiding methods consistent (because i use GameObject.transform.localScale/RectTransform.deltaSize and GameObject.setActive(true/false) all over the place because some methods work sometimes and others dont) and i think that might be part of the problem.

I also suspected that somehow i use 2 different canvases for pause/hud but i put all the elements into pause so that i can see the values if i pause the game but the same thing happend.

The Player Hierachy is this: https://goo.gl/iZBWs1

HUD: https://goo.gl/Q2GWdR

Pause: https://goo.gl/wJ2jHq

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