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Question by NorthGateGames · Apr 23, 2014 at 06:22 AM · multiplayerphotonscriptingbasics

Photon Unity Networking:How do i set it to only let players control themselves?

using UnityEngine; using System.Collections;

public class NetworkManager : MonoBehaviour {

 public Camera standbyCamera;
 SpawnSpot[] spawnSpots;

 // Use this for initialization
 void Start () {
     spawnSpots = GameObject.FindObjectsOfType<SpawnSpot>();
     Connect ();
 }

 void Connect() {
     PhotonNetwork.ConnectUsingSettings( "Melting" );
 }
  
 void OnGUI() {
     GUILayout.Label( PhotonNetwork.connectionStateDetailed.ToString() );
 }

 void OnJoinedLobby() {
     Debug.Log ("OnJoinedLobby");
     PhotonNetwork.JoinRandomRoom();
 }

 void OnPhotonRandomJoinFailed() {
     Debug.Log ("OnPhotonRandomJoinFailed");
     PhotonNetwork.CreateRoom( null );
 }

 void OnJoinedRoom() {
     Debug.Log ("OnJoinedRoom");

     SpawnMyPlayer();
 }

 void SpawnMyPlayer() {
     if(spawnSpots == null) {
         Debug.LogError ("WTF?!?!?");
         return;
     }

     SpawnSpot mySpawnSpot = spawnSpots[ Random.Range (0, spawnSpots.Length) ];
     GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("Controller1", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
     standbyCamera.enabled = false;

     ((MonoBehaviour)myPlayerGO.GetComponent("FPSInput Controller")).enabled = true;
     ((MonoBehaviour)myPlayerGO.GetComponent ("Mouse Look")).enabled = true;
     myPlayerGO.transform.FindChild("One").gameObject.SetActive(true);
 }

}

I'm trying to instantiate the default controls for the free FPScontroller Asset. I would love some feedback (I should know how to do this -.-) i just need a little help. Thanks.

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avatar image NorthGateGames · Apr 23, 2014 at 03:46 AM 0
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TL;DR The player prefab isn't loading correctly.

avatar image Jellezilla · Apr 23, 2014 at 08:19 AM 0
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Your question is very unclear to me. If you are trying to get a FPS player prefab to work with a set of controls, you could import the standard controller package from Unity and have a look at how it is done there.

If you however, are trying to make sure that one set of inputs does not control all the instantiated players, you are to use the PhotonView on each client. Whenever a PhotonView is attached to an object, you can check if the object belongs to a specific client and only allow this client to control it. Whomever instantiated the object, usually owns it.

 if(photonView.is$$anonymous$$ine()) {
  // do sumthing specific to this client.
 }

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