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Question by user-6066 (google) · Nov 02, 2010 at 11:07 AM · multiplayernetworknamedifferent

How to distinguish each characters in networkplay?

I'm using one prefab as a user character in multiplay game.

If 5 users connected, each character's names are as below.

Prefabname(Clone) Prefabname(Clone)Remote Prefabname(Clone)Remote Prefabname(Clone)Remote Prefabname(Clone)Remote

I want to give different name to each character.

Anyone has idea?

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Answer by Atnas1010 · Nov 02, 2010 at 01:28 PM

You could do you own instantiating(see here http://unity3d.com/support/documentation/ScriptReference/Network.AllocateViewID.html), and send the name of the player as a parameter in the RPC call. And then set the name of the gameobject when you add it.

Does that solve your problem?

Slightly modified sample code from scripting reference:

var cubePrefab : Transform;

function OnGUI () { if (GUILayout.Button("SpawnBox")) { var name = "John"; var viewID = Network.AllocateViewID(); networkView.RPC("SpawnBox", RPCMode.AllBuffered,viewID, transform.position, name); } }

@RPC function SpawnBox (viewID : NetworkViewID, location : Vector3, name : String) { // Instantate the prefab locally var clone : Transform; clone = Instantiate(cubePrefab, location, Quaternion.identity) as Transform; clone.name = name; var nView : NetworkView; nView = clone.GetComponent(NetworkView); nView.viewID = viewID; }

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avatar image user-6066 (google) · Nov 03, 2010 at 05:07 AM 0
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Thank you very much for info. But unfortunately I'm quite new in Unity so not easy to catch up. If there is example code it will be a great help. Could you show me some example code ?

avatar image Atnas1010 · Nov 03, 2010 at 02:36 PM 1
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Example code for doing your own instantiating is in the link in my post. But I'll just edit my post to have a copy of that code, with the name thing you were looking for.

avatar image seahorsevn · Dec 21, 2012 at 09:42 AM 0
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Thanks for your post. This answer saved me from headache. I tried to find this info nearly two weeks.

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