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Question by cj31387 · Apr 11, 2013 at 11:40 PM · multiplayernetworkasset

Ultimate FPS Camera With Networking

I'm not completely new to scripting but new to unity MP. Ive been following GTGD tutorials on MP and have a basic understanding now. But It seems like I'm going to have to make every projectile function and movement and animation and sound function in Ultimate Fps Camera RPC'd through another function, and that's a lot of code that I don't understand yet. I've barely edited UFPSC scripts and what I see from the whole package is there is a lot of lines of code. Ive read from other forum posts and it seems like other people are syncing the whole UFPSC a much easier and quicker way. So my question is.

NEW: I've heard that you can use the network view script on a prefab and it automatically makes it work online, like I could add the network view to the FPS player prefab and have the script watch that and it should automatically network the FPS player without me having to manually edit all the code. Is this true? if so anyone know any guides on setting up the networkview script correctly?

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avatar image feneq · Apr 12, 2013 at 12:51 AM 1
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I can't give you a good answer but I looked at the FAQ for UFPS and you can possibly find more info here http://www.visionpunk.com/products/ufpsc/faq/FAQ_Temp.html#featureset

You might of already seen this but in case you haven't, take a peek.

avatar image cj31387 · Apr 12, 2013 at 02:33 AM 0
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Yeah that doesn't seem like enough info, although it sounds like doing it with photon is very easy but that's 100$ I cant spend. Someone said they just networked the player prefab I'll look into that. If all else fails ill just make my fps player very simple with UFPSC and RPC one function at a time until all the network bugs are gone.

But if anyone has a answer I'd like to know. Thanks.

avatar image syclamoth · Apr 13, 2013 at 06:17 AM 1
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In general, when you are designing a multiplayer game you have to consider synchronisation when building every system from the ground up. This makes it fairly difficult to adapt a complete singleplayer package to multiplayer, because there are a whole set of problems you will need to solve that do not exist for singleplayer games.

avatar image Mikdad_Merchant · Jul 10, 2015 at 12:33 PM 0
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Hi,

Well I also have the same problem, actually I am trying to use the new unity networking in 5.1 and have loads of trouble with ufps.

anybody found a solution?

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