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Question by KuPAfoo · Dec 22, 2013 at 12:42 AM · rotatephotonrpcthirdpersoncontroller

all players spinning[Photon]

In a previous thread I was creating a spin function for my character. Well, it was a success! As long as my player is standing still, the other client sees just fine and is un-affected.

 if (IsGrounded())
         {
             if(Input.GetKey(KeyCode.Alpha1)){
                 
             this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
                 if(sSpeed<1000)
                 sSpeed+=1.0f;
             }
             else
             transform.rotation = Quaternion.LookRotation(moveDirection);
 
         }
         else
         {
             
             Vector3 xzMove = velocity;
             xzMove.y = 0;
             
             if (xzMove.sqrMagnitude > 0.001f)
             {
             
                 transform.rotation = Quaternion.LookRotation(xzMove);
             }
             
         }

When I add the spin function to the movement adjustment, all players on the current client begin to rotate

 if (IsGrounded())
         {
             if(Input.GetKey(KeyCode.Alpha1)){
                 
             this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
                 if(sSpeed<1000)
                 sSpeed+=1.0f;
             }
             else
             transform.rotation = Quaternion.LookRotation(moveDirection);
 
         }
         else
         {
             if(Input.GetKey(KeyCode.Alpha1)){
                 
             this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
                 if(sSpeed<1000)
                 sSpeed+=1.0f;
             }
             else{
             Vector3 xzMove = velocity;
             xzMove.y = 0;
             
             if (xzMove.sqrMagnitude > 0.001f)
             {
             
                 transform.rotation = Quaternion.LookRotation(xzMove);
             }
             }
         }
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avatar image KuPAfoo · Dec 22, 2013 at 06:01 PM 0
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I think I need to make a rpc function for the spin... The above code works fine while the player is standing still... Its when he moves that causes the problem. I'm thinking its more about where I added code for him moving rather than the rpc as this file is constantly being updated by photon.

Is this the right track¿

avatar image KuPAfoo · Dec 22, 2013 at 08:54 PM 0
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trying to fix this today :\

avatar image KuPAfoo · Dec 22, 2013 at 10:40 PM 0
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rpc was ineffective

avatar image KuPAfoo · Dec 23, 2013 at 01:53 AM 0
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adding

 if(Input.Get$$anonymous$$ey($$anonymous$$eyCode.Alpha1 && **isControllable**)){
  
          this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
           if(sSpeed<1000)
           sSpeed+=1.0f;
          }
          else{
             Vector3 xz$$anonymous$$ove = velocity;
             xz$$anonymous$$ove.y = 0;
  
             if (xz$$anonymous$$ove.sqr$$anonymous$$agnitude > 0.001f)
             {
  
                 transform.rotation = Quaternion.LookRotation(xz$$anonymous$$ove);
             }
          }

was unaffective

avatar image KuPAfoo · Dec 24, 2013 at 08:50 PM 0
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This is pretty frustrating...

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Answer by iwaldrop · Dec 24, 2013 at 11:22 PM

You need to check the PhotonView's isMine property. It just so happens a Google search pulled up this question I answered previously.

Essentially, only do the rotation/movement if it is yours. Other players should see the result after applying the updated information that is received in the OnPhotonSerializeView method.

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