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Question by dporobic · Oct 21, 2017 at 05:46 PM · networkingmultiplayer-networkingsync

Setting player names on network

Hi all,

I'm trying to assign individual usernames to players in a network game. I have overwritten the network manager and created a custom network manager GUI where every user can enter a name before either starting or joining a server. The username is assigned to a variable on the network manager and every player gets his name from the network manager in the Awake function and assigns it to a SyncVar variable on the player controller but this approach seems to be not working as remote players seem to have the same name as the server client.

     void Awake()
     {
         var name = GameObject.FindObjectOfType<CustomNetworkManager>().username;
         CmdAssignName(name);
     }
 
     [Command]
     public void CmdAssignName(string name)
     {
         username = name;
     }

Is there a better way to accomplish something like this?

Regards, Damir

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avatar image dporobic · Oct 22, 2017 at 08:13 AM 0
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It looks like the wrong username comes from the input field. On both the host and client the server host username is assigned.

 public class CustomNetwork$$anonymous$$anager : Network$$anonymous$$anager {
 
     public string username;
 
     public void StartupHost()
     {
         SetPort();
         username = GetTextFromInputField(main$$anonymous$$enu, "InputFieldUsername");
         Network$$anonymous$$anager.singleton.StartHost();
     }
 
     public void JoinGame()
     {
         SetIpAddress();
         SetPort();
         username = GetTextFromInputField(main$$anonymous$$enu, "InputFieldUsername");
         Network$$anonymous$$anager.singleton.StartClient();
     }
 }

Still can't figure out why this is happening, I was expecting every client would be using his own text field.

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