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Question by kelixaleir · Apr 30, 2013 at 04:16 PM · multiplayerfpsnetworkspawning

Multiplayer spawning issue - Can't find player

I really can't figure out why I'm getting an error when trying to spawn

The error is "NullReferenceException: Object reference not set to an instance of an object"

It seems to not be able to find the MPPlayer, The error points back to my mulitplayermanager code in the Client_SpawnPlayer function.

Any help would be greatly appreciated

This is my code for my PlayerManager

 using UnityEngine;
 using System.Collections;
 
 public class PlayerManager : MonoBehaviour
 {
     public MPPlayer thisplayer
     {
         get
         {
             return MultiplayerManager.GetMPPlayer(networkView.owner);
         }
 
 
     }
     public PlayerController Controller;
     public Transform ControllerTransform;
 
     public GameObject OutsideView;
 
     public Vector3 CurrentPosition;
     public Quaternion CurrentRotation;
 
     void Start()
     {
         DontDestroyOnLoad(gameObject);
         ControllerTransform.gameObject.SetActive(false);
         OutsideView.SetActive(false);
       
         thisplayer.PlayerManager = this;
     }
 
     void FixedUpdate()
     {
         if (networkView.isMine)
         {
             CurrentPosition = ControllerTransform.position;
             CurrentRotation = ControllerTransform.rotation;
         }
         else
         {
            
             OutsideView.transform.position = CurrentPosition + new Vector3(0, -1f, 0);
             OutsideView.transform.rotation = CurrentRotation;
         }
     }
 
     void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
     {
         if (stream.isWriting)
         {
             stream.Serialize(ref CurrentPosition);
             stream.Serialize(ref CurrentRotation);
         }
         else
         {
             stream.Serialize(ref CurrentPosition);
             stream.Serialize(ref CurrentRotation);
         }
     }
 
     void GetBulletDamage(int damage)
     {
         if (Network.isServer)
             Server_HandleBulletDamage(damage);
         else
             networkView.RPC("Server_HandleBulletDamage", RPCMode.Server, damage);
     }
 
     [RPC]
     public void Server_HandleBulletDamage(int damage)
     {
         thisplayer.PlayerHealth -= damage;
         if (thisplayer.PlayerHealth <= 0) 
         {
             thisplayer.PlayerIsAlive = false;
             thisplayer.PlayerHealth = 0;
             networkView.RPC("Client_PlayerDead", RPCMode.All);
             MultiplayerManager.instance.networkView.RPC("", RPCMode.Others, thisplayer.PlayerNetwork, false, 0);
         }
         else 
         {
             MultiplayerManager.instance.networkView.RPC("", RPCMode.All, thisplayer.PlayerNetwork, thisplayer.PlayerIsAlive, thisplayer.PlayerHealth);
         }
     }
 
     [RPC]
     public void Client_PlayerDead()
     {
         OutsideView.SetActive(false);
         if (networkView.isMine)
             ControllerTransform.gameObject.SetActive(false);
     }
 
     [RPC]
     public void Client_PlayerAlive()
     {
         if (networkView.isMine)
             ControllerTransform.gameObject.SetActive(true);
         else
             OutsideView.SetActive(true);
     }
 }

And here is the code for my MultiplayerManager

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class MultiplayerManager : MonoBehaviour
 {
     public static MultiplayerManager instance;
 
     public GameObject PlayerManagerPrefab;
 
     public string PlayerName;
 
     private string MatchName = "";
     private string MatchPassword = "";
     private int MatchMaxUsers = 32;
 
     public List<MPPlayer> PlayerList = new List<MPPlayer>();
     public List<MapSetting> MapList = new List<MapSetting>();
 
     public MapSetting CurrentMap = null;
     public int oldprefix;
     public bool IsMatchStarted = false;
 
     //General Multiplayer Modes
     public bool MatchLoaded;
     public MPPlayer MyPlayer;
     public GameObject[] Spawnpoints;
 
     void Start()
     {
         instance = this;
         PlayerName = PlayerPrefs.GetString("PlayerName");
         CurrentMap = MapList[0];
         DontDestroyOnLoad(gameObject);
     }
 
     void FixedUpdate()
     {
         instance = this;
     }
 
     public void StartServer(string servername, string serverpassword, int maxusers)
     {
         MatchName = servername;
         MatchPassword = serverpassword;
         MatchMaxUsers = maxusers;
         Network.InitializeServer(MatchMaxUsers, 2550, false);
         MasterServer.RegisterHost("DeathMatch", MatchName, "");
         //Network.InitializeSecurity();
     }
 
     void OnServerInitialized()
     {
         Server_PlayerJoinRequest(PlayerName, Network.player);
     }
 
     void OnConnectedToServer()
     {
         networkView.RPC("Server_PlayerJoinRequest", RPCMode.Server, PlayerName, Network.player);
     }
 
     void OnPlayerDisconnected(NetworkPlayer id)
     {
         networkView.RPC("Client_RemovePlayer", RPCMode.All, id);
     }
 
     void OnPlayerConnected(NetworkPlayer player)
     {
         foreach (MPPlayer pl in PlayerList)
         {
             networkView.RPC("Client_AddPlayerToList", player, pl.PlayerName, pl.PlayerNetwork);
         }
         networkView.RPC("Client_GetMultiplayerMatchSettings", player, CurrentMap.MapName, "", "");
     }
 
     void OnDisconnectedFromServer()
     {
         PlayerList.Clear();
     }
 
     [RPC]
     void Server_PlayerJoinRequest(string playername, NetworkPlayer view)
     {
         networkView.RPC("Client_AddPlayerToList", RPCMode.All, playername, view);
     }
 
     [RPC]
     void Client_AddPlayerToList(string playername, NetworkPlayer view)
     {
         MPPlayer tempplayer = new MPPlayer();
         tempplayer.PlayerName = playername;
         tempplayer.PlayerNetwork = view;
         PlayerList.Add(tempplayer);
         if (Network.player == view)
         {
             MyPlayer = tempplayer;
             GameObject play = Network.Instantiate(PlayerManagerPrefab, Vector3.zero, Quaternion.identity, 5) as GameObject;
             //play.GetComponent<PlayerManager>().thisplayer = MyPlayer; //Remove This Part
         }
     }
 
     [RPC]
     void Client_RemovePlayer(NetworkPlayer view)
     {
         MPPlayer temppl = null;
         foreach (MPPlayer pl in PlayerList)
         {
             if (pl.PlayerNetwork == view)
             {
                 temppl = pl;
             }
         }
         if (temppl != null)
         {
             PlayerList.Remove(temppl);
         }
     }
 
     [RPC]
     void Client_GetMultiplayerMatchSettings(string map, string mode, string others)
     {
         CurrentMap = GetMap(map);
     }
 
     public MapSetting GetMap(string name)
     {
         MapSetting get = null;
 
         foreach (MapSetting st in MapList)
         {
             if (st.MapName == name)
             {
                 get = st;
                 break;
             }
         }
 
         return get;
     }
 
     [RPC]
     void Client_LoadMultiplayerMap(string map, int prefix)
     {
         //Network.SetLevelPrefix(prefix);
         Application.LoadLevel(map);
     }
 
     void OnGUI()
     {
         if (!MyPlayer.PlayerIsAlive && IsMatchStarted)
         {
             SpawnMenu();
         }
     }
 
 
     [RPC]
     void Server_SpawnPlayer(NetworkPlayer player)
     {
         int numberspawn = Random.Range(0, Spawnpoints.Length - 1);
         networkView.RPC("Client_SpawnPlayer", RPCMode.All, player, Spawnpoints[numberspawn].transform.position + new Vector3(0, 2, 0), Spawnpoints[numberspawn].transform.rotation);
     }
 
     [RPC]
     void Client_SpawnPlayer(NetworkPlayer player, Vector3 position, Quaternion rotation)
     {
         MultiplayerManager.GetMPPlayer(player).PlayerIsAlive = true;
         MultiplayerManager.GetMPPlayer(player).PlayerHealth = 100;
         if (player == MyPlayer.PlayerNetwork)
         {
             MyPlayer.PlayerManager.ControllerTransform.position = position;
             MyPlayer.PlayerManager.ControllerTransform.rotation = rotation;
             MyPlayer.PlayerManager.networkView.RPC("Client_PlayerAlive", RPCMode.All);
         }
         else
         {
 
         }
     }
 
     void OnLevelWasLoaded()
     {
         if (Application.loadedLevelName == CurrentMap.MapLoadName && Network.isServer)
         {
             MatchLoaded = true;
             Spawnpoints = GameObject.FindGameObjectsWithTag("spawnpoint");
             networkView.RPC("Client_ServerLoaded", RPCMode.AllBuffered, IsMatchStarted);//Add parameter for boolean IsMatchStarted
         }
     }
 
     [RPC]
     void Client_ServerLoaded(bool started)//Add parameter for boolean IsMatchStarted
     {
         MatchLoaded = true;
         IsMatchStarted = started;
     }
 
     public static MPPlayer GetMPPlayer(NetworkPlayer player)
     {
         foreach (MPPlayer play in MultiplayerManager.instance.PlayerList)
         {
             if (play.PlayerNetwork == player)
             {
                 return play;
             }
         }
         return null;
     }
 
     //Deathmatch
     void SpawnMenu()
     {
         if (GUI.Button(new Rect(5, Screen.height - 40, 250, 35), "Spawn"))
         {
             if (Network.isServer)
                 Server_SpawnPlayer(Network.player);
             else
                 networkView.RPC("Server_SpawnPlayer", RPCMode.Server, Network.player);
         }
     }
 }
 
 [System.Serializable]
 public class MPPlayer
 {
     public string PlayerName = "";
     public NetworkPlayer PlayerNetwork;
     public PlayerManager PlayerManager;
     public int PlayerHealth = 100;
     public bool PlayerIsAlive;
     public int PlayerKills;
     public int PlayerDeaths;
 }
 
 [System.Serializable]
 public class MapSetting
 {
     public string MapName;
     public string MapLoadName;
     public Texture MapLoadTexture;
 }
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avatar image kelixaleir · Apr 30, 2013 at 05:45 PM 0
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Also adding the [System.Serializable] to the $$anonymous$$PPlayer class and using the get in playermanager class should allow me to see "thisplayer" in the inspector but it doesn't

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Answer by kelixaleir · Apr 30, 2013 at 05:59 PM

Nevermind :) I fixed it. I had my multiplayermanager script enabled on my terrain >.<

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