Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by AtomicMarine · Jun 29, 2013 at 10:15 PM · instantiatemultiplayernetworkserver

Do I need to instantiate multiplayer assets?

Do I need to instantiate a prefab in order for it to be seen on the server?

Example is that I have a scene with a prefab with a network view and I want other players to see it, must it be instantiated? or can it just be present in the scene?

am super new to multiplayer code:

Thanks guys!

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image dorpeleg · Jun 30, 2013 at 07:20 AM 0
Share

I don't think you have to show it on the server side at all.

As long as your code knows that it needs to show it to the players.

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Drshk7 · Jun 30, 2013 at 08:40 AM

It does not have to be instantiated. It can just be presented on the scene.

Comment
Add comment · Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AtomicMarine · Jun 30, 2013 at 11:00 AM 0
Share

so when the other players connect the main character will be present?

avatar image Drshk7 · Jun 30, 2013 at 03:14 PM 0
Share

No. You should always Network.Instantiate players.

avatar image Drshk7 · Jun 30, 2013 at 03:17 PM 0
Share

So for every player that joins, it has its own unique player. Don't forget to add networkview.is$$anonymous$$ine restrictions. If you don't, when you move, every character that's network.instantiated moves with it. For example, you press "w" to move forward, all the players move forward. Read about it.

avatar image AtomicMarine · Jun 30, 2013 at 04:26 PM 0
Share

Thank you so much for your help :) I will accept your answer (for forum karma). Just one last question, is it simple to set NetworkView.is$$anonymous$$ine? or is it a more complex process?

avatar image Drshk7 · Jun 30, 2013 at 05:03 PM 1
Share

Yes. You just disable the scripts on the player. And then make a script that enables them if networkview.is$$anonymous$$e = true so that you only control your player

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity networking tutorial? 6 Answers

Passing random values to a client. 0 Answers

How can I check if a particular IP is a server? 1 Answer

How to implement a Room Mode Multiplayer Game code structure. 1 Answer

Server and Network no communication 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges