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Question by D3m0nE · Mar 16, 2013 at 06:29 PM · multiplayernetworkrpc

MultiPlayer People Cant See Each Others

Hello Everyone i got problem in my multiplayer game

that people cant see each other

in the Multiplayer Script [In Scene 1]

     void OnPlayerConnected(NetworkPlayer networkPlayer)
     {
     int playerCount = 0;
     Debug.Log("Player " + playerCount++ + " connected from " + networkPlayer.ipAddress + ":" + networkPlayer.port);
     networkView.RPC("ShowTheSpawnMenuOnJoin", networkPlayer,serverName,numberOfPlayers,"Yes");
     }
 
 
     [RPC]
     void ShowTheSpawnMenuOnJoin(string servername, int maxplayers,string ShowIt){
     
     Application.LoadLevel("WildZone");
     Debug.Log("I Joined The WildZone Map");    
     SpawnScript.serverName = servername;
     SpawnScript.MaxPlayers = maxplayers;
     SpawnScript.justConnectedToServer = true;
     }
 

And My Spawn Script attached into gameobject called SpawnManager in the [scene 2]:

 using UnityEngine;
 using System.Collections;
 
 /// <summary>
 /// This script is attached to the SpawnManager and it allows
 /// the player to spawn into the multiplayer game.
 /// </summary>
 
 
 public class SpawnScript : MonoBehaviour {
     
     //Variables Start___________________________________
     
     //Used to determine if the palyer needs to spawn into
     //the game.
     
     public static bool justConnectedToServer = false;    
     public static string serverName;
     public static int MaxPlayers;
     
     //Used to determine which team the player is on.
     
     public bool amIOnTheRedTeam = false;
     
     public bool amIOnTheBlueTeam = false;
 
     //Used to define the JoinTeamWindow.
     
     private Rect joinTeamRect;
     
     private string joinTeamWindowTitle = "Team Selection";
     
     private int joinTeamWindowWidth = 330;
     
     private int joinTeamWindowHeight = 100;
     
     private int joinTeamLeftIndent;
     
     private int joinTeamTopIndent;
     
     private int buttonHeight = 40;
     
     
     //The Player prefabs are connected to these in the 
     //inspector
     
     public Transform redTeamPlayer;
     
     public Transform blueTeamPlayer;
     
     private int redTeamGroup = 0;
     
     private int blueTeamGroup = 1;
     
     
     //Used to capture spawn points.
     
     private GameObject[] redSpawnPoints;
     
     private GameObject[] blueSpawnPoints;
     
     
     //Variables End_____________________________________
     
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     }
     
     
     void OnConnectedToServer ()
     {
         justConnectedToServer = true;    
     }
     
     
     
     void JoinTeamWindow (int windowID)
     {
         //If the player clicks on the Join Red Team button then
         //assign them to the red team and spawn them into the game.
         
         if(GUILayout.Button("Join red Team", GUILayout.Height(buttonHeight)))
         {
             amIOnTheRedTeam = true;
             
             justConnectedToServer = false;
             
             SpawnRedTeamPlayer();
         }
         
         
         //If the player clicks on the Join Blue Team button then
         //assign them to the blue team and spawn them into the game.
         
         if(GUILayout.Button("Join blue Team", GUILayout.Height(buttonHeight)))
         {
             amIOnTheBlueTeam = true;
             
             justConnectedToServer = false;
             
             SpawnBlueTeamPlayer();
         }
     }
     
     
     void OnGUI()
     {
         //If the player has just connected to the server then draw the 
         //Join Team window.
         
         if(justConnectedToServer == true)
         {
             joinTeamLeftIndent = Screen.width / 2 - joinTeamWindowWidth / 2;
             
             joinTeamTopIndent = Screen.height / 2 - joinTeamWindowHeight / 2;
             
             joinTeamRect = new Rect(joinTeamLeftIndent, joinTeamTopIndent,
                                     joinTeamWindowWidth, joinTeamWindowHeight);
             
             joinTeamRect = GUILayout.Window(0, joinTeamRect, JoinTeamWindow,
                                             joinTeamWindowTitle);
         }
     }
     
     
     void SpawnRedTeamPlayer ()
     {
         //Find all red spawn points and place a reference to them in the array
         //redSpawnPoints.
         
         redSpawnPoints = GameObject.FindGameObjectsWithTag("SpawnRedTeam");
         
         
         //Randomly select one of those spawn points.
         
         GameObject randomRedSpawn = redSpawnPoints[Random.Range(0, redSpawnPoints.Length)];
         
         
         //Instantiate the player at the randomly selected spawn point.
         
         Network.Instantiate(redTeamPlayer, randomRedSpawn.transform.position,
                             randomRedSpawn.transform.rotation, redTeamGroup);
     }
     
     
     
     void SpawnBlueTeamPlayer ()
     {
         //Find all blue spawn points and place a reference to them in the array
         //blueSpawnPoints.
         
         blueSpawnPoints = GameObject.FindGameObjectsWithTag("SpawnBlueTeam");
         
         
         //Randomly select one of those spawn points.
         
         GameObject randomBlueSpawn = blueSpawnPoints[Random.Range(0, blueSpawnPoints.Length)];
         
         
         //Instantiate the player at the randomly selected spawn point.
         
         Network.Instantiate(blueTeamPlayer, randomBlueSpawn.transform.position,
                             randomBlueSpawn.transform.rotation, blueTeamGroup);
     }
     
     
     [RPC]
     void ShowTheSpawnMenuOnJoin(string servername, int maxplayers,string ShowIt){
     serverName = servername;
     MaxPlayers = maxplayers;
     justConnectedToServer = true;
     }
     
     
     
 }
 
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avatar image Benproductions1 · Mar 27, 2013 at 03:56 AM 0
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What too much to read through, could you summarise your multiplayer logic?

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