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Question by DLGScript · Jul 27, 2012 at 01:15 PM · networkingmultiplayerpositionnetwork

Help|sync movement in multiplayer

hey, i have a fps project based FPS Kit 1.2. i'm trying to make it multiplayer, so i tried to sync the movement script (in the first time the script was "RigidController" but i switched it to "FPSWalker"-i will post the code in a minutes) by network.ismine but still, when i testing the movement in my comptuer (i open 2 exe files), i moving both of the players... here is the movement code:

 /// This script moves the character controller forward 
 /// and sideways based on the arrow keys.
 /// It also jumps when pressing space.
 /// Make sure to attach a character controller to the same game object.
 /// It is recommended that you make only one call to Move or SimpleMove per frame.    
 
 var speed : float = 6.0;
 var jumpSpeed : float = 8.0;
 var gravity : float = 20.0;
 
 private var moveDirection : Vector3 = Vector3.zero;
 
 function Update() {
 if (networkView.isMine)
         {
     var controller : CharacterController = GetComponent(CharacterController);
     if (controller.isGrounded) {
         // We are grounded, so recalculate
         // move direction directly from axes
         moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,
                                 Input.GetAxis("Vertical"));
         moveDirection = transform.TransformDirection(moveDirection);
         moveDirection *= speed;
         
         if (Input.GetButton ("Jump")) {
             moveDirection.y = jumpSpeed;
         }
     }
 
     // Apply gravity
     moveDirection.y -= gravity * Time.deltaTime;
     
     // Move the controller
     controller.Move(moveDirection * Time.deltaTime);
     }
     if (!networkView.isMine)
         {
             enabled = false;
         }
 }

whats wrong with that?

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avatar image ScroodgeM · Jul 27, 2012 at 02:49 PM 0
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insert Debug.Log() to block with input's reading. be sure that code is not executing on remote players

avatar image DLGScript · Jul 27, 2012 at 04:15 PM 0
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what do you mean "remote players"? the script is on the prefab of every player that spawned..

avatar image ScroodgeM · Jul 27, 2012 at 04:18 PM 0
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player instantiated for every player. and an "author" or "owner" should control this player only. others just see this player. and this player for others is "remote"

avatar image DLGScript · Jul 27, 2012 at 04:32 PM 0
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so how can i maked it bo be my owner, and for others to be romoted?

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Answer by ScroodgeM · Jul 27, 2012 at 04:36 PM

first. insert this:

void OnConnectedToServer()
{
    Network.Instantiate(SpaceCraft, this.transform.position, this.transform.rotation, 1);
}

and remove any other instantiators

now new player should be created every time that somebody connects to server

server should not control players. clients should.

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avatar image DLGScript · Jul 27, 2012 at 04:38 PM 0
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i saw a tutorial of movment in multiplayer:

using UnityEngine; using System.Collections;

public class PlayerControl : $$anonymous$$onoBehaviour { public float speed = 5; // Use this for initialization void Start () {

     if(!networkView.is$$anonymous$$ine)
     {
         enabled = false;
     }

}

// Update is called once per frame void Update () { if(networkView.is$$anonymous$$ine) { Vector3 moveDir = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); transform.Translate(speed moveDir Time.deltaTime); } }

 void OnSerializeNetworkView(BitStream stream, Network$$anonymous$$essageInfo info)
 {
     if (stream.isWriting)
     {
         Vector3 pos = transform.position;
         stream.Serialize(ref pos);
     }
     else
     {
         Vector3 posRec = Vector3.zero;
         stream.Serialize(ref posRec);
         transform.position = posRec;
     }
 }

}

this is the script that was in the tutorial... but still i can to control the two players...

avatar image ScroodgeM · Jul 27, 2012 at 04:43 PM 0
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i'm sure script from tutorial is O$$anonymous$$.

again. you have a script where you apply user's inputs to character. just pay attention to it and be sure it doesn't work if character instantiated is remote (other player's)

avatar image DLGScript · Jul 27, 2012 at 04:51 PM 0
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okay, but by the way, this is my spawning script:

var SpaceCraft : Transform;

function OnNetworkLoadedLevel () {

// Instantiating SpaceCraft when Network is loaded

Network.Instantiate(SpaceCraft, this.transform.position, this.transform.rotation, 1);

}

function OnPlayerDisconnected (player : NetworkPlayer) {

Network.RemoveRPCs(player, 0);

Network.DestroyPlayerObjects(player);

}

function OnServerInitialized(){

//Spawn a player for the server itself

Network.Instantiate(SpaceCraft, this.transform.position, this.transform.rotation, 1);

}

avatar image ScroodgeM · Jul 27, 2012 at 05:06 PM 0
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which object does player should control? why do you initialize 'SpaceCraft' OnServerInitialized and OnNetworkLoadedLevel? what is this object and what does it doing?

avatar image DLGScript · Jul 27, 2012 at 05:23 PM 0
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SpaceCraft is another name for player prefab.. the player have couple of cameras... like main camera and weapon camera... and the player have weapons... that's it.

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