- Home /
Question by
For3v · Feb 27, 2013 at 06:35 PM ·
multiplayernetworkconnectionnetworkviewblinking
Network View - Player is blinking, and visible only partially during movement.
I've got a problem. I made my game multiplayer, but the player (box) is blinking while moving. I'm from poland, so there can be some of polish words between quotes.
Here is my network code:
var playerPrefab:GameObject;
var spawnObject:Transform;
var nameofGame:String = "MyFirstMultiplayer";
private var refreshing:boolean;
private var hostData:HostData[];
private var btnX:float;
private var btnY:float;
private var btnW:float;
private var btnH:float;
function Start(){
btnX = Screen.width * 0.2;
btnY = Screen.height * 0.2;
btnW = Screen.width * 0.1;
btnH = Screen.width * 0.03;
}
function startServer(){
Network.InitializeServer(32, 25001, !Network.HavePublicAddress);
MasterServer.RegisterHost(nameofGame, "FirstMulti", "Multiplayer");
}
function refreshHostList(){
MasterServer.RequestHostList(nameofGame);
refreshing = true;
Debug.Log(MasterServer.PollHostList().Length);
}
function Update(){
if(refreshing){
if(MasterServer.PollHostList().Length > 0){
refresh = false;
Debug.Log(MasterServer.PollHostList().Length);
hostData = MasterServer.PollHostList();
}
}
}
function spawnPlayer(){
Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
}
//Wiadomości
function OnServerInitialized(){
Debug.Log("Serwer uruchomiony!");
spawnPlayer();
}
function OnConnectedToServer(){
spawnPlayer();
}
function OnMasterServerEvent(mse:MasterServerEvent){
if(mse == MasterServerEvent.RegistrationSucceeded){
Debug.Log("Zarejestrowano serwer!");
}
}
//GUI
function OnGUI(){
if(!Network.isClient && !Network.isServer){
if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Utwórz serwer")){
Debug.Log("Uruchamianie serwera...");
startServer();
}
if(GUI.Button(Rect(btnX, btnY * 1.2 + btnH, btnW, btnH), "Odśwież listę serwerów")){
Debug.Log("Odświeżanie...");
refreshHostList();
}
if(hostData){
for(var i:int = 0; i<hostData.length; i++){
if(GUI.Button(Rect(btnX*1.5 + btnW, btnY*1.2 + (btnH * i), btnW*3, btnH), hostData[i].gameName)){
Network.Connect(hostData[i]);
}
}
}
}
}
Comment
What is your camera setup? $$anonymous$$aybe on spawn the camera gets cloned and therefore rendered twice? Just a guess... I use the same code like you and my players spawn and do not blink. I have a camera in my player prefab.
Your answer
![](https://koobas.hobune.stream/wayback/20220613093524im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Trying to Connect a Remote Computer from a Different ISP 0 Answers
Does the position change need state synchronization? 2 Answers
[uNet] Need help Converting From Unity Network to uNet 0 Answers
NetworkView Control 2 Answers
Receiving NAT punchthrough attempt from target 684547167205435679 failed.. 1 Answer