- Home /
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.
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();
}
}
}
Well i fixed it by using network.instantiate and network.destroy where applicable but the animations are still un-synced
$$anonymous$$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.
Your answer
![](https://koobas.hobune.stream/wayback/20220613154940im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Multiplayer cant see host player C# 0 Answers
A node in a childnode? 1 Answer
Distribute terrain in zones 3 Answers
RPC called by OnPhotonPlayerConnected doesn't work 2 Answers
Multiple Cars not working 1 Answer