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Question by TrivialRoo · Dec 19, 2013 at 12:55 AM · networkingvector3photonlerp

PhotonNetwork and Vector3.Lerp resets the player back to (0, 0, 0)

EDIT: NEVERMIND! I found it! The error was in the OnPhotonSerializeView function; I didn't change the transform.rotation and transform.position values to realRotation and realPosition!

Hi Unity. I'm having a bit of a problem with my script. If I have two clients running at the same time, the other player on the first client is shown to have reset their position, going back to (0, 0, 0). This is my code:

 using UnityEngine;
 using System.Collections;
 
 public class NetworkCharacter : Photon.MonoBehaviour {
 
     Vector3 realPosition = Vector3.zero;
     Quaternion realRotation = Quaternion.identity;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         if (photonView.isMine) {
             //Do nothing
         }
         else {
             transform.position = Vector3.Lerp(transform.position, realPosition, 0.1f);
             transform.rotation = Quaternion.Lerp(transform.rotation, realRotation, 0.1f);
         }
     }
 
     public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
 
         Debug.Log ("View is Serialized");
 
         if(stream.isWriting) {
             //Our player
 
             stream.SendNext(transform.position);
             stream.SendNext(transform.rotation);
 
         }
         else {
             //someone else's player
 
             transform.position = (Vector3)stream.ReceiveNext();
             transform.rotation = (Quaternion)stream.ReceiveNext();
 
 
         }
 
     }
 
 }
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Answer by prof · Dec 19, 2013 at 01:34 AM

Because your realPosition always = Vector3.zero; replace trasform at 39 and 40 lines to realPosition

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avatar image TrivialRoo · Dec 19, 2013 at 01:35 AM 0
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Thank you!

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