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Question by Dohxy · Nov 17, 2013 at 08:07 PM · movementphotonplayers

Photon Networking. Moving all players

My movemnt controls all players at the same time. This is my Network script.

 void OnJoinedRoom() {
         Player = PhotonNetwork.Instantiate("Player", Vector3.zero, Quaternion.identity, 0);
 
     }

And my movement script:

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent (typeof (Rigidbody))]
 [RequireComponent (typeof (CapsuleCollider))]
 
 public class Movement : MonoBehaviour {
     
     public float speed = 10.0f;
     public float gravity = 10.0f;
     public float maxVelocityChange = 10.0f;
     public bool canJump = true;
     public float jumpHeight = 2.0f;
     private bool grounded = false;
     
     
     
     void Awake () {
         rigidbody.freezeRotation = true;
         rigidbody.useGravity = false;
     }
     
     void FixedUpdate () {
         if (grounded) {
             // Calculate how fast we should be moving
             Vector3 targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
             targetVelocity = transform.TransformDirection(targetVelocity);
             targetVelocity *= speed;
             
             // Apply a force that attempts to reach our target velocity
             Vector3 velocity = rigidbody.velocity;
             Vector3 velocityChange = (targetVelocity - velocity);
             velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
             velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
             velocityChange.y = 0;
             rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
             
             // Jump
             if (canJump && Input.GetButton("Jump")) {
                 rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
             }
         }
         
         // We apply gravity manually for more tuning control
         rigidbody.AddForce(new Vector3 (0, -gravity * rigidbody.mass, 0));
         
         grounded = false;
     }
     
     void OnCollisionStay () {
         grounded = true;    
     }
     
     float CalculateJumpVerticalSpeed () {
         // From the jump height and gravity we deduce the upwards speed 
         // for the character to reach at the apex.
         return Mathf.Sqrt(2 * jumpHeight * gravity);
     }
 }

Any suggestions?

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Answer by Vectorizing · Dec 14, 2013 at 01:32 AM

Disable the Movement script in the prefab.

Add this after the line: Player = PhotonNetwork.Instantiate("Player", Vector3.zero, Quaternion.identity, 0);

((MonoBehaviour)Player.GetComponent("Movement")).enabled = true;

So your OnJoinedRoom() Function should look like this:

 void OnJoinedRoom() 
 {
      Player = PhotonNetwork.Instantiate("Player", Vector3.zero, Quaternion.identity, 0);
      ((MonoBehaviour)Player.GetComponent("Movement")).enabled = true;
 }

I believe this will solve your issue, Keep me posted.

Thanks

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