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Question by micky2171 · Feb 03, 2014 at 05:24 PM · multiplayeronline

When i make a multiplayer game, all characters are controlled by everyone

When i make a multiplayer game, all characters are controlled by everyone... by this I mean that anyone who joins the game will be controlling everyone in the game. here is my script to join the game: using UnityEngine; using gui = UnityEngine.GUILayout;

 public class GameMenu : MonoBehaviour
 {
     public GameObject PlayerPrefab;
     string ip = "127.0.0.1";
 
     public void CreatePlayer()
     {
         connected = true;
         var g = (GameObject)Network.Instantiate(PlayerPrefab, transform.position, transform.rotation, 1);
         g.camera.enabled = true;
         camera.enabled = false;
         AudioListener.volume = 0;
     }
     void OnDisconnectedFromServer()
     {
         connected = false;
     }
     void OnPlayerDisconnected(NetworkPlayer pl)
     {
         Network.DestroyPlayerObjects(pl);
     }
     void OnConnectedToServer()
     {
         CreatePlayer();
     }
     void OnServerInitialized()
     {
         CreatePlayer();
     }
     bool connected;
     void OnGUI()
     {
         if (!connected)
         {
             ip = gui.TextField(ip);
             if (gui.Button("connect"))
             {
                 Network.Connect(ip, 5300);
             }
             if (gui.Button("host"))
             {
                 Network.InitializeServer(10, 5300, false);
             }
         }
     }
 }

and this is my script to control the player:

 using UnityEngine;
 using System.Collections;
 
 public class Player : MonoBehaviour
 {
 
     // Use this for initialization
     void Start()
     {
 
     }
     float x, y;
     void Update()
     {
         if (Input.GetMouseButtonDown(1))
             Screen.lockCursor = !Screen.lockCursor;
 
         if (Screen.lockCursor)
         {
             x += Input.GetAxis("Mouse X") * 5;
             y -= Input.GetAxis("Mouse Y") * 4;
 
             var rotation = Quaternion.Euler(y, x, 0);
             transform.rotation = rotation;
         }
     }
 }
 
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Answer by fherbst · Feb 03, 2014 at 05:27 PM

For your player, you need something like

 if (networkView.isMine) {
   // do all the input handling
 }

(you probably have a NetworkView on the prefab for the transform synchronisation)

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avatar image micky2171 · Feb 03, 2014 at 05:34 PM 0
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what do you mean by input handling?

avatar image fherbst · Feb 03, 2014 at 05:35 PM 0
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All the stuff you currently have in your update method.

avatar image Dixep · Jul 18, 2015 at 07:08 PM 0
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I get an error that says - An instance of type 'Unity.NetworkView' is required to access non static member 'is$$anonymous$$ine'.

what do i have to do to fix that? (i'm new to progra$$anonymous$$g so i don't know much)

I tried adding - var UnityEngine.NetworkView; but it just gave me another error saying Unespected token: ..

idk what to do ;-;

avatar image TCD · Jul 18, 2015 at 10:20 PM 0
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networkview is a component you have to add to your player

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