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Question by scottyaim · Feb 15, 2014 at 01:21 PM · multiplayerphoton

photon player freak out!

i am developing a multiplayer prototype with photon. i did set everthing up correctly but when i connect two clients to the server they start to control
each other. how do you fix so each control there own player?

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avatar image whydoidoit · Feb 15, 2014 at 01:23 PM 2
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Without code or any more information no one can help you with this. We have no idea what you have done wrong.

avatar image scottyaim · Feb 15, 2014 at 05:44 PM 0
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sorry, here is my code for connecting to the server,joining a room,showing connection status in a gui layer and spawning a player.

 using UnityEngine;
 using System.Collections;
 
 public class networking : Photon.$$anonymous$$onoBehaviour {
 
     // Use this for initialization
     void Start () {
         PhotonNetwork.ConnectUsingSettings ("alpha 0.1");
     
     }
          void OnGUI() {
                 GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
     
         }
 
         void OnJoinedLobby() {
         PhotonNetwork.JoinRandomRoom();
         }
         
         void OnPhotonRandomJoinFailed() {
         PhotonNetwork.CreateRoom(null);
         }
         
         void OnJoinedRoom() {
         GameObject firstpersoncontroller = PhotonNetwork.Instantiate ( "First Person Controller",Vector3.zero, Quaternion.identity, 0 );
 
         }
     
 
 }

please tell me if you need anything more to help me with this problems. Thanks!

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Answer by BigRoy · Feb 15, 2014 at 07:41 PM

It seems that you're creating a player controlled character through network.Instantiate(). This will spawn the prefab for everyone on the server as a controllable character, in that scenario everyone is indeed controlling all characters. Without going into detail about how your setup is working I'll note some solutions I have seen in the past:

Spawn a different prefab setup locally than for the others on the server. That way locally you could have the controllable version, though the other players have a different version that is controlled by server data.

Another solution with similar results is to have the controllable component disabled on the prefab (so it's instantiated with being controllable as disabled.) Then all you have to do is enable it for the local player. In this case you could enable it within the OnJoinedRoom() method.

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avatar image scottyaim · Feb 16, 2014 at 08:19 PM 0
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ok, should i use a standard unity Instantiate?

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