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Question by skail · Jan 05, 2012 at 05:08 PM · javascriptnetworkinginputmultiplayer

controlling player objects across a network quetion

Hi, so I basically am trying to make a spaceship dog fighting game. I have gotten ships to instantiate on all machines but I am having trouble making it so that one ship is controlled by an individual player. I used an RPC call to instantiate the ships on all machines because I was having trouble adding/modifying components to them in the code when I was using Network.Instantiate(). I have a feeling I might just be approaching this whole thing wrong, but from what I can guess I basically need to tell the machines that if I press this command, check and see if the ship was first made by the player that was inputing the command, if so then move the ship. however I am not sure of how to get this info because the data types of NetworkViewID and NetworkPlayer are different. I figure if I can sync them up I can do something about passing the value of the network player that called the RCP and just pass it into one of the scripts I have attached to the ship so I can allways know who was the player to make it and then just check against that. any help would be appreciated

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Answer by asafsitner · Jan 05, 2012 at 07:36 PM

Send another RPC after instantiating the player object that reads something like this (C#):

 [RPC]
 void SetOwner (NetworkPlayer owner)
 {
     if(Network.player != owner)
     {
         enabled = false;
         GetComponent<yourPredictionScript>.enabled = true;
     }
     else
     {
         GetComponent<yourPredictionScript>.enabled = false;
     }
 }

This RPC method needs to be in a script attached to the player, probably in the control script, and called from the Instantiate RPC.

By the way, I personally believe working with RPCs is better than Network.Instantiate, exactly for the reason you have much more control with RPCs.

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