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               Question by 
               TheOgien · Oct 13, 2014 at 02:57 PM · 
                networkingplayerfpsserver  
              
 
              Players unexpectedly change positions
When i start the game it runs fine and then when i join in the game with another player the player2 takes over for the player1 and player1 goes to player 2 any idea what might be cousing this. Any help would be appriciated
 using UnityEngine;
 using System.Collections;
 
 public class Server : Photon.MonoBehaviour {
 
     Player1Controller player1Controller;
 
     public GameObject standByCamera;
     SpawnSpots[] spawnSpots;
 
     public bool offlineMode = false;
 
     bool connecting = false;
 
     public float respawnTimer = 0;
 
     void Start(){    
         spawnSpots = GameObject.FindObjectsOfType<SpawnSpots> ();
         PhotonNetwork.player.name = PlayerPrefs.GetString ("Username", "NoName");
     }
     void OnDestroy(){
         PlayerPrefs.SetString ("Username", PhotonNetwork.player.name);
     }
     void Connect() {
         PhotonNetwork.ConnectUsingSettings( "MultiFPS v001" );
     }
     
     void OnGUI() {
         GUILayout.Label( PhotonNetwork.connectionStateDetailed.ToString() );
         
         if(PhotonNetwork.connected == false && connecting == false ) {
             GUILayout.BeginArea( new Rect(0, 0, Screen.width, Screen.height) );
             GUILayout.BeginHorizontal();
             GUILayout.FlexibleSpace();
             GUILayout.BeginVertical();
             GUILayout.FlexibleSpace();
             
             GUILayout.BeginHorizontal();
             GUILayout.Label("Username: ");
             PhotonNetwork.player.name = GUILayout.TextField(PhotonNetwork.player.name);
             GUILayout.EndHorizontal();
             
             
             if( GUILayout.Button("Single Player") ) {
                 connecting = true;
                 PhotonNetwork.offlineMode = true;
                 OnJoinedLobby();
             }
             
             if( GUILayout.Button("Multi Player") ) {
                 connecting = true;
                 Connect ();
             }
             GUILayout.FlexibleSpace();
             GUILayout.EndVertical();
             GUILayout.FlexibleSpace();
             GUILayout.EndHorizontal();
             GUILayout.EndArea();
         }        
     }
     void OnJoinedLobby() {
         Debug.Log ("OnJoinedLobby");
         PhotonNetwork.JoinRandomRoom();
     }    
     void OnPhotonRandomJoinFailed() {
         Debug.Log ("OnPhotonRandomJoinFailed");
         PhotonNetwork.CreateRoom( null );
     }    
     void OnJoinedRoom() {
         Debug.Log ("OnJoinedRoom");        
         connecting = false;
         SpawnPlayer();
     }
     void SpawnPlayer(){
         if (spawnSpots == null) {
             Debug.LogError ("Couldnt find a spawnSpot");
             return;
         }
         SpawnSpots mySpawnSpot = spawnSpots[Random.Range(0,spawnSpots.Length)];
         Debug.Log ("SpawnPlayer");
         GameObject myPlayer = (GameObject)PhotonNetwork.Instantiate ("PlayerController", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
         myPlayer.gameObject.SetActive (true);
         standByCamera.SetActive (false);
 
         //turns on scripts for the player at start
         ((MonoBehaviour)myPlayer.GetComponent("Player1Controller")).enabled = true;
         ((MonoBehaviour)myPlayer.GetComponent("NetworkPlayer")).enabled = true;
         ((MonoBehaviour)myPlayer.GetComponent("PlayerShooting")).enabled = true;
         ((MonoBehaviour)myPlayer.GetComponent("Health")).enabled = true;
     }
     void Update(){
         //respawns the player
         if(respawnTimer > 0){
             respawnTimer -= Time.deltaTime;
             if(respawnTimer <= 0){
                 SpawnPlayer();
             }
         }
     }
 }
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