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Question by Voridian · Jul 25, 2014 at 08:25 AM · c#photon

Multiplayer: Why dont things move for both players C#

With the exception of the players, any other object that can move or do anything only does it on one persons screen. for example if Player1 picks up a gun, the gun does not disapear on Player2's screen, or if Player1 opens a door the door does not open on Player2's screen. i put network view components on all moving objects but that dosnt help. also only the host can see the other players, non-host players cant see the host. Also if it matters im using Photon Networking.

Thanks for any help.

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Answer by AndyMartin458 · Jul 25, 2014 at 06:40 PM

Well, I can only assume that you aren't networking the movement of those objects. I'm not familiar with Photon, but I know a lot about networking. For instance, here is some pseudocode for a door movement.

 public class NetworkedObject : MonoBehaviour
 {

 //This is called on the player
 public void OpenDoor()
 {
     //It opens the door on your screen and calls the send message
     DoDoorStuff();
     OnDoorOpen();
 }

 //This sends a message to the other clients that the door is open
 public void OnDoorOpen()
 {
     SendNetworkedDoorMessage();
 }
 
 //receive callback
 //This is waiting for messages from other clients about the door
 public void OnDoorMessage(string message)
 {
     if(string.compare("open", meessage) == 0)
     {
         DoDoorStuff();
     }
 }
 }

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avatar image Voridian · Jul 26, 2014 at 10:26 AM 0
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Well i fixed it by using network.instantiate and network.destroy where applicable but the animations are still un-synced

avatar image Firedan1176 · Jul 27, 2014 at 05:41 AM 0
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$$anonymous$$ake sure you're synchronizing data with RPC calls.

There's plenty of tutorials on RPCs with Photon, but quill18creates does great explaining on YouTube.

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