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Question by PtiteCrevette · Jan 19, 2020 at 05:55 AM · multiplayer-networkingteleporting

Why is my isLocalPlayer not working ?

Hello,

I'm trying to do a multiplayer game with unity using NetworkBehaviour in VR. To do so, I want to make sure the teleportation is only available to the player who triggers it. For the player who start the game with the server (host), everything is perfect. He can only teleport himself. Except that the client that connects to the host can teleport anyone, which I would want to avoid. Here is my code from the file "Player.cs" :

 public GameObject Teleportation;
 private void Start()
         {
 
             if (isServer)
             {
                 Debug.Log("I am the server");
                 RpcAllowTeleportation();
             }
             else
             {
                 Debug.Log("I am the client");
                 CmdAllowTeleportations();
 
             }
         }
 
 [Command]
         public void CmdAllowTeleportations()
         {
             Debug.Log("C'est passé par la fonction CmdAllowTeleportation (client)");
             if (!hasAuthority) { Teleportation.GetComponent<Teleport>().enabled = false; Debug.Log("cmd (client) : it hasn't the authority"); }
             else { Debug.Log("cmd (client) : It has the authority"); }
         }
 
 [ClientRpc]
         void RpcAllowTeleportation()
         {
             
             Debug.Log("It passed through the function  RpcAllowTeleportation (serveur)");
             if (!isLocalPlayer) { Teleportation.GetComponent<Teleport>().enabled = false; Debug.Log("rpc (serveur) : it hasn't the authority"); }
             else { Debug.Log("rpc (serveur) : It has the authority"); }
         }

and here is my object :alt text

Could you help me please ? I really don't know what to do ...

unity.png (327.4 kB)
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avatar image PtiteCrevette · Jan 17, 2020 at 01:56 PM 0
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I forgot to mention it : this is a prefab I instantiate somwhere else and I specify which Teleporting object this with a grab and drop in unity

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