Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by AtomicMarine · Jul 01, 2013 at 12:46 PM · networkinginstantiateplayer

Multiplayer Problems

So I've been having this problem which has been preventing me from making my game multiplayer FOREVER now.....

I have a main character with ALOT of information on it, this is because the game uses a special system to craft power up combinations and while the game is simply a top down shooter the Player prefab stores almost all of the games information. The game is random Gen so the generator is also stored here....

SO here is my problem, in the single player I just have the player prefab present in the scene but in multiplayer instantiating the prefab causes countless problems! Everyone has been saying that I NEED to instantiate a player onto a network in order to have the player present. What I'm saying is that to do the multiplayer this way would take me months to reprogram the player to be easily friendly to this.

Is there anyway I can have the player present on the server without having all the other information sent over and without reprogramming the system?? This is super frustrating :(

Thanks Guys

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image iwaldrop · Jul 01, 2013 at 09:49 PM 0
Share

Can you just create a simple multiplayer prefab that doesn't generate a world? That way you could have the 'master' player prefab do all the generation and connected clients would just walk around it.

Unfortunately, however, it seems that you might have an architectural problem. There should be a world generator sitting in an empty gameobject so that your player and the world building can be decoupled completely.

avatar image AtomicMarine · Jul 01, 2013 at 09:57 PM 0
Share

Yeah :/ that seems to be my problem, will probably end up having to make separate players. The issue isn't so much the world generation but more how the players affect the HUD which is also attached to the game object, its rather easy to seperate the world generation, but the HUD has so many health bars and various other asserts which are being used and accessed >.<

avatar image iwaldrop · Jul 01, 2013 at 11:12 PM 1
Share

Other players shouldn't affect your HUD. When you spawn a network player destroy their HUD so that you only ever have one, the local player's.

avatar image AtomicMarine · Jul 01, 2013 at 11:32 PM 0
Share

will try that thanks man :)

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Player Spawning Network issue 1 Answer

how can I present a choice under function OnNetworkLoadedLevel 2 Answers

Instantiated object from client player not moving when spawned. How can I fix this? 0 Answers

Unet NetworkServer.Spawn() not working 5 Answers

Networking get local player 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges